• 제목/요약/키워드: Culture-Tourism Market

검색결과 92건 처리시간 0.023초

동북아시아 지역 전통복식 디자인을 응용한 셔츠디자인 개발 -글로벌 패션문화상품- (Development of Shirt Design Applying Traditional Clothing Design in Northeast Asia Region - Global Fashion Cultural Products -)

  • 최은주
    • 한국의류산업학회지
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    • 제22권4호
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    • pp.446-455
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    • 2020
  • In order to develop high value fashion culture products capable of reaching the global market, this study developed the original traditional clothing design of Northeast Asian countries according to a global perspective. This study applied the structural formality of traditional clothing to fashion cultural products. This study developed designs using Deel of Mongolia, Makap of China Korean Dang-ui / Dan-ryung, and Haori of Japan. The research methods are theoretically examined using literature on traditional clothing in Northeast Asia. First, it designed a shirt design using Adobe Illustrator CS6 and created a pattern with the Yuka program as well as applied CLO 5.0 (a 3D virtual dressing system from CLO Virtual Fashion Co.). A survey was also conducted on individual interest for the developed fashion cultural products. The design method obtained various design effects by applying the method of adding point detail parts of the clothes to the shirt that represented each country among their traditional clothes. This research can be used as basic data for the global fashion cultural products market that can contribute to maintaining the originality of each country in the global era, expanding tourism income to succeed and develop culture and tradition.

한국 전통복식 상의(上衣)류의 구조적인 특징을 활용한 셔츠디자인개발 - 패션문화상품을 중심으로 - (The Development of Shirt Design Utilizing the Structural Characteristics of Traditional Korean upper Garments - Focusing on Fashion Cultural Products -)

  • 최은주
    • 한국의류산업학회지
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    • 제25권4호
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    • pp.439-448
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    • 2023
  • Korea's original traditional costume designs have a great potential to be re-imagined from a global perspective and developed into high-value-added fashion culture products that can enter the international market. This study applied the structural features of traditional clothing to the design of fashion cultural products. This study developed designs using Beja, Sagyusam, Aekjuem-po, Danlyeong, Cheolrik, Jang-jegori of Korea. To the best of our knowledge, this study is the first to conduct a literature survey of traditional Korean clothing. We designed shirts using Adobe Illustrator and created a pattern with the Yuka program. This design was applied to a three dimensional virtual dressing system called CLO. A survey of individual interest in developed fashion cultural products was also conducted. The shirt designs were obtained by applying the details and structural characteristics of traditional Korean clothing. Among the six shirt designs, when asked which design would be suitable for wearing, gifting, or uniform, the shirts with the design of Danlyeong, Beja, and Sagyusam were generally highly preferred. This study can be used as basic data for the global market for fashion cultural products, and can contribute to the inheritance and development of culture and tradition by maintaining Korea's uniqueness in the modern global era and increasing tourism revenue.

음식문화축제 방문객의 동기에 따른 세분화와 만족도 - 전주 천년의 맛축제를 중심으로 - (Segmentation based on Visitors' Motivation and Satisfaction to Food Cultural Festival - Focusing on Korea Food Festival in Jeon-ju 2008 -)

  • 김주연;안경모
    • 국제지역연구
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    • 제13권2호
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    • pp.669-686
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    • 2009
  • 본 연구는 음식문화축제가 가지는 관광자원으로서의 중요성을 인식하여 맛으로 브랜드력을 가진 전주의 음식축제를 대상으로 방문객들의 참가동기를 파악하고, 이를 기준으로 시장을 세분화하여 세분시장별 특성을 살펴보고 이에 따른 시사점을 제시하고자 하였다. 실증분석 결과, 전주 천년의 맛잔치 방문객의 참가동기는 '음식관련성', '일상탈출성', '가족친화성', '유흥성' 으로 파악되었으며, 이 네 가지 동기요인들을 기준으로 군집분석을 실시한 결과 세 개의 집단으로 구분되었다. 가족친화성과 유흥적 동기가 높은 집단, 일상탈출성이 높은 집단, 네 가지 동기가 전체적으로 낮게 나타나는 수동적인 성격의 집단으로 구분되었다. 세 개의 군집은 연령대, 연소득, 동행여부, 본인포함 일행수, 축제 정보의 원천, 이용교통수단에 있어 유의한 차이를 보였다. 그리고, 네 가지 음식축제 동기와 축제에 대한 만족 간의 영향관계를 분석한 결과, '음식관련성' 요인이 만족에 미치는 영향력이 가장 높았으며, 가족친화성, 일상탈출성, 유흥성 순으로 나타났다.

A Study on the Servicescape Design Strategy of a Dog-Friendly Hotel According to the Convenience Pursued by Consumers

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.242-247
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    • 2022
  • This study analyzes the servicescape of a dog-friendly hotel, which is the most important element of travel with a dog, which is increasing as the types of families diversify, and intends to suggest implications for servicescape strategies to enhance competitiveness in the future. The number of households with companion animals is increasing in line with the aging of the population, changes in the demographic structure due to the rapid increase in single-person households, and increase in income. In order to successfully operate a hotel with companion animals, which cannot have all the facilities like a large hotel, we would like to segment the market according to the user's pursuit of convenience and propose an appropriate servicescape design method.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

공항 소음에 대한 퍼지 헤도닉 분석 (Fuzzy Hedonic Analysis of Airport Noise)

  • 이성태;이광석
    • 자원ㆍ환경경제연구
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    • 제17권1호
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    • pp.147-164
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    • 2008
  • 주택에 포함된 여러 가지 환경적 요인에 대한 가치추정을 시도할 경우 전형적인 헤도닉 가격기법에서는 시장균형을 가정한다. 이때 개별 요인들의 추정가치는 시장가격에 근거한 암묵적 가치가 된다. 따라서 이 접근법의 논리는 기본적으로 현시선호이론을 배경으로 한다. 그런데 주택시장의 참여자들이 주택과 관련된 요인들에 대해 완전한 정보를 갖지 못하거나 판단이 애매할 경우에는 전형적인 헤도닉 접근법이 제공하는 추정치의 적절성에 대해 의문이 제기될 수 있다. 이 문제의 해결방안으로 퍼지 헤도닉 기법이 제안된 바 있다. 본 논문은 우리나라 주요 공항주변의 비행기 소음이 주택가격에 미치는 영향을 추정하기 위해 퍼지 헤도닉 기법을 응용함으로써 추정치에 포함된 불확실성 또는 모호성 부분을 파악하고자 하였다.

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경북 문화콘텐츠산업의 현황과 육성 방향 (Present State and the Promotion Course of Culture Contents Industry in Gyeongbuk Province)

  • 서곡숙
    • 한국콘텐츠학회논문지
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    • 제9권5호
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    • pp.137-144
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    • 2009
  • 경북 문화콘텐츠산업은 소비지향적 구조, 영세성, 부족한 인프라, 불균형, 전략 부재 등의 문제점을 안고 있다. 하지만, 경북 문화콘텐츠산업은 풍부한 문화자원, 문화콘텐츠산업의 전망, 미래의 효과적인 육성전략으로 인해서 그 가능성이 크다고 할 수 있다. 그리고 육성방안으로는 문화원형의 디지털화, 유교 문화의 에듀테인먼트, 전통문화디지털센터의 구축, 장소마케팅, 다큐영상원 건립, 문화 리터러시, 작은 영상 지향, 글로벌 도시와 문화거점 도시의 육성, 킬러 콘텐츠 개발, 관광자원 개발, 차별화 전략 등이 있다. 문화콘텐츠산업은 고부가가치, 관련 산업에 대한 영향력, 디지털문화콘텐츠의 효용성, 시장 규모의 확대, 빠른 성장속도 등의 측면에서 경북도 문화콘텐츠산업을 적극적으로 육성해야 할 필요성이 있다.

동대문 쇼핑몰 선택속성이 고객자산에 미치는 영향 - 동대문 쇼핑몰의 유형을 중심으로 - (The Effects of Store Attributes on Customer Equity of Dongdaemun Shopping Malls - Focusing on Dongdaemun Shopping Mall Types -)

  • 장팅;고은주;채희주
    • 한국의류산업학회지
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    • 제18권4호
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    • pp.438-449
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    • 2016
  • Domestic and foreign tourism authorities show that the most favorite tourist activity is shopping. Tourism income in Korea set a record in 2014 due to a large influx of Chinese tourists. Dongdaemun fashion market was selected as the most preferred destination for Chinese tourists shopping in Korea. This study examines the effect of store attributes on customer equity at Dongdaemun shopping malls. This study adopted a survey; subsequently, 637 questionnaires were used in the final analysis. Collected data were analyzed using SPSS 21.0 and AMOS 18.0 statistics program. The main findings of this study are as follows. Among the three store attributes of Dongdaemun shopping malls, service and environment attributes appeared to influence the three drivers of consumer equity. In addition, value equity was identified to provide a positive impact on Customer Lifetime Value (CLV), brand equity, and relationship equity were identified as having a positive impact on revisit intention. Second, the relationships between the variables were significantly different in two types of the Dongdaemun fashion shopping mall (Doota vs Lotte Fitin). In addition, this study offers a valuable implication for brand marketers to maintain and develop customer equity in Dongdaemun fashion markets.

뉴욕 소재 한국레스토랑 고객특성 분석 (Profile of Korean Restaurant Patrons in New-york City)

  • 한경수
    • 한국식생활문화학회지
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    • 제24권6호
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    • pp.655-665
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    • 2009
  • Coupled with the international expansion of Korean culture in recent years, a number of restaurants from Korea have been trying to tap into the global market place. The purpose of this study was to identify the characteristics of non-Korean patrons in Korean Restaurants in New-york city. The survey was conducted at six popular Korean restaurants, all of which had been recognized in the Zagat Survey in recent years, located in prime business districts in Manhattan. The data collected from the six local Korean restaurants that participated in this study were qualitatively and quantitatively analyzed. After employing individual in-depth interviews with restaurant operators, a qualitative analysis identified demographic characteristics, Socioeconomic characteristics and segmentation of restaurant operation. Self-administrated survey questionnaires were used to acquire quantitative data. Primary data were collected from non-Korean patrons at the six participating Korean restaurants in New York City in 2008 (N=245). The patrons who answered the survey indicated that they were highly satisfied with the 'Food'; however, they were not satisfied with the 'Beverage' and 'Value'. In addition, older patrons (55<) were not as content with the 'Food' as the younger patrons. The most influential satisfaction variable that affected a patron's intention to revisit the Korean restaurant was 'Food' and 'Overall experience'. This study findings will help Korean restaurant operators and marketers better understand their patrons and formulate strategies to cater and target segments more effectively.

항공사 유지자산이 고객의 긍정적·배타적 행동의도에 미치는 영향 (The Impact of Airline's Retention Equity on Customer Positive·Behavior Intention)

  • 인옥남;김승리;도성현
    • 한국컴퓨터정보학회논문지
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    • 제18권10호
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    • pp.225-234
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    • 2013
  • 본 연구는 최근 급변하고 있는 국내 항공운송시장에서 항공사 유지자산이 항공여행객들의 긍정적 배타적 행동의도에 미치는 영향력을 평가하고, 고객이탈을 최소화할 수 있는 유지기반의 주요 변인들을 도출하는데 목적이 있다. 먼저 실증분석을 위해 인천국제공항과 김포공항에서 국적항공사를 이용하는 내국인 항공여행객들을 대상으로 서베이를 실시하였고, 수집된 자료 480부에 대해 SPSS 통계패키지의 다중회귀분석을 실시하였다. 그 결과 항공사 충성도 프로그램, 특별우대와 인정프로그램, 커뮤니티 프로그램은 모두 긍정적 행동의도에 유의한 영향을 미쳤다. 그러나 배타적 행동의도에 대해서는 특별우대와 인정프로그램, 커뮤니티 프로그램만이 유의한 영향을 미치고 있었다. 연구결과는 특별우대와 인정프로그램, 커뮤니티 프로그램이 충성도 프로그램보다 항공사 전환 장벽으로서 더 높은 영향력을 가지고 있음을 시사한다. 본 연구는 심화된 경쟁시장에서 고객유지를 극대화할 수 있는 유지자산의 변인들을 도출하고 전략적 우선순위를 실증 규명하였다는 데에 연구의 학문적 실무적 의의를 가진다.