• Title/Summary/Keyword: Experience Tour

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Big Data Analysis of Social Media on Gangwon-do Tourism (강원도 관광에 대한 소셜 미디어 빅데이터 분석)

  • JIN, TIANCHENG;Jeong, Eun-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.3
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    • pp.193-200
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    • 2021
  • Recently, posts and opinions on tourist attractions are actively shared on social media. These social big data provide meaningful information to identify objective images of tourist destinations recognized by consumers. Therefore, an in-depth understanding of the tourist image is possible by analyzing these big data on tourism. The study is to analyze destination images in Gangwon-do using big data from social media. It is wanted to understand destination images in Gangwon-do using semantic network analysis and then provided suggestions on how to enhance image to secure differentiated competitiveness as a destination for tourists. According to the frequency analysis results, as tourism in Gangwon-do, Sokcho, Gangneung, and Yangyang were mentioned at a high level in that order, and the purpose of travel was restaurant tour, gourmet food, family trip, vacation, and experience. In particular, it was found that they preferred day trips, weekends, and experiences. Four suggestions were made based on the results. First, it is necessary to develop various types of hotels, accommodation facilities and experience-oriented tour packages. Second, it is necessary to develop a day-to-day travel package that utilizes proximity to the Seoul metropolitan area. Third, it is necessary to promote traditional restaurants and local food. Finally, it is necessary to develop tourist package suitable for healing and family travel. Through this research, the destination image of Gangwon-do was identified and a tourism marketing strategy was presented to improve competitiveness. It also provided a theoretical basis for the use of the big data of tourism consumers in the field of tourism business.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Meaning of Stream Trekking Experience from the Viewpoint of Environmental Education (하천 트레킹 체험의 환경교육적 의미)

  • Choi, Su-Gyeong;Lee, Jae-Young
    • Hwankyungkyoyuk
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    • v.24 no.4
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    • pp.94-110
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    • 2011
  • The main objective of this study was to find participant's recognition about and meaning of stream trekking activities by analyzing their reports after visiting Gumgang, which was a kind of field experience combined with environmental education programs. In addition, this work suggested a few points that might help improve trekking programs, trail establishment and the overall field activities along the river. Eighty reports were collected from the participants who had joined in the Gumgang trekking programs organized by both Green Korea United in Daejeon and Gumgang Basin Environmental Office of Korean EPA. A database of texts in the reports was created for the preliminary analysis and then the results were further examined in a qualitative methodology. The results of qualitative analysis demonstrated that before experiencing the trekking activities in the Gumgang, many participants seemed uninterested in a river itself, objectified it, or simply recognized functional roles. It is found that most participants preferred crossing rapids to other activities. Crossing rapids has the eleven positive aspects as follows. First of all, crossing rapids is fun and scary experience at the same time. Secondly, it is painful, but makes people feel happy ironically. Third, rapids themselves make people reminisce about their childhood and feel freedom. Fourth, they make people feel comfortable. Fifth, crossing rapids is addictive. Sixth, rapids have life. Seventh, people can learn how to adapt to nature through the experience in them. Eighth, they can make people cooperate. Ninth, they can make people recollect their old friends. Tenth, people can extend their experience near rapids to rivers. Eleventh, they can make people reflect themselves. There ere three remarkable findings about experience in rapids. Crossing rapids was an activity that most participants preferred and could make the goal of trekking in the Gumgang effectively achievable. By crossing rapids participants can understand both lively and painful parts of the river. Participants think tour guide was an essential part to trekking along the Gumgang.

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The Effects of VR-based Cultural Heritage Experience on Visit Intention (VR 기반 문화유산 체험이 방문의도에 미치는 영향)

  • Yoo, Kun Woo;Hwang, Kyunghwa;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.95-122
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    • 2021
  • As it recently became a non-face-to-face society because of the COVID-19 Pandemics, attempts have been made to experience heritage based on virtual reality (VR). Despite the satisfaction of VR contents, however, questions are being raised about whether the VR experience leads to visit a heritage tour or reduces to visit a heritage tour. This study examined how VR-based heritage experiences affect the visit intention of heritage sites. In addition, this study investigated how VR-based experiences differently affect the visit intention compared to web-based experiences. To this end, based on the information success model proposed by DeLone and McLean, this study examined how the perception for system quality and information quality through VR (vs. web) experience affects the intention of visiting the historical site. The results demonstrated that satisfaction was positively influenced by the convenience of system quality and the presence and usefulness of information quality and that the presence and satisfaction positively affected continuance intention. In addition, continuous intention to use positively affected the visit intention of heritage sites. Lastly, it has been shown that the usefulness of information quality in groups experiencing content through the Web (vs. VR) has a greater impact on the intent of continuous use. Based on the results of this study, we discussed ways to organize tourism content to increase the intention of visiting heritage sites.

A Study on the Impact of Motives for Participating in Gyeongsangbuk-do Experience Tourists on Satisfaction with Experiential Tourism Programs and Intention to Participate (경상북도 체험관광객의 참여 동기가 체험 관광프로그램 만족 및 참여 의사에 미치는 영향에 관한 연구)

  • Lee, Sun-Min;Kim, Ho-Suk;Kang, Hee-Seog
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.1-13
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    • 2021
  • In this study, we tried to present suggestions to the Gyeongsangbuk-do tourism officials to satisfy them with experiential tourism resources and to revitalize their participation in the program. Therefore, the implications of this study are as follows. First, research on the satisfaction of experiential tourism programs and the willingness to participate in them is carried out, suggesting that it is a prerequisite for the transformation of the perception of tourists' participation in the Corona era. Second, it is necessary to make it a small experience tourist space that can provide non-face-to-face service utilizing the characteristics of contact technology, and to provide tourists with unique attractions against product discrimination and customer service. Third, through the introduction of non-face-to-face experience programs and expansion of services, the limited and macroscopic environment and social phenomenon of tourism activities in the Corona era, a new perception can be instilled. Fourth, visitors can expect to revitalize the tourism industry through the development and discovery of various programs. Thirdly, it will be possible to revitalize the local economy by giving meaning to the satisfaction of experiential tourism programs to tourists from all over the region's tourism business.

Study on the development of convergent services for efficient medical consultation, tourism and interpretation

  • Park, Jong-Youel;Chang, Young-Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.98-103
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    • 2018
  • Globally, medical tourism draws attention as a national growth engine industry, and is actively expanding. Current medical tourism leans towards large hospitals making it difficult to attract new users. Users collect the information for medical tourism through various paths in order to receive medical consultations and customized tour services. To expand medical tourism to small and medium sized hospitals, it is necessary to have customized medical consultations, tours and interpreter services, which are the key elements of medical tourism. This paper suggests services that users can use to match medical consultations and find tours and interpreters they want at the same time. This paper suggests ways to provide integrated services based on the information experienced by users, combining the required items from the perspectives of each user, hospital and guide. To match the content provided by hospitals and guides with experience information from users systematically, this study suggests the convergence plan for a service model that can match the experience information between users and hospitals, between users and guides and between hospitals and guides systematically by operating the data in the universal container.

Developing Library Tour Course Recommendation Model based on a Traveler Persona: Focused on facilities and routes for library trips in J City (여행자 페르소나 기반 도서관 여행 코스 추천 모델 개발 - J시 도서관 여행을 위한 시설 및 동선 중심으로 -)

  • Suhyeon Lee;Hyunsoo Kim;Jiwon Baek;Hyo-Jung Oh
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.23-42
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    • 2023
  • The library tour program is a new type of cultural program that was first introduced and operated by J City, and library tourists travel to specialized libraries in the city according to a set course and experience various experiences. This study aims to build a customized course recommendation model that considers the characteristics of individual participants in addition to the existing fixed group travel format so that more users can enjoy the opportunity to participate in library tours. To this end, the characteristics of library travelers were categorized to establish traveler personas, and library evaluation items and evaluation criteria were established accordingly. We selected 22 libraries targeted by the library travel program and measured library data through actual visits. Based on the collected data, we derived the characteristics of suitable libraries and developed a persona-based library tour course recommendation model using a decision tree algorithm. To demonstrate the feasibility of the proposed recommendation model, we build a mobile application mockup, and conducted user evaluations with actual library users to identify satisfaction and improvements to the developed model.

Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

Development of KOPRI's Experiential Field Trip Programs for the Spread of Polar Science Culture (극지과학문화 확산을 위한 극지연구소 체험형 견학 프로그램 개발)

  • Jung, Chanmi;Choi, Kyoulee;Baek, Eunjoo;Paik, Hee Su
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.1-14
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    • 2020
  • The goal of this study is to develop a hands-on type polar field trip program to inform the importance of the recent polar research and to contribute to the spread of polar science culture. For this purpose, the direction of program development and field trip course were established based on the current Korea Polar Research Institute tour program and research exhibition facilities analysis. Based on this, a total of 6 types field trip programs were developed, including one basic tour program and one optional experience program for the overall introduction of polar research institutes and polar science fields, and four optional experience programs for each education participant that enables field trips and professional experiential learning activities by polar science field. The developed program was revised and supplemented through a total of two trials, and a field trip program manual was produced, including guidance scripts, experience kits, activity sites, and instructor guides for each field trip. At the end, a follow-up study was proposed based on the significance and research results of the developed program.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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