• Title/Summary/Keyword: Satisfaction with Leisure

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Development of Dynamic Scheduling Platform using VR Content Authoring (VR 콘텐츠 저작을 이용한 동적 스케줄링 플랫폼 개발)

  • Young-Sik, Lee;Duk-Hee, Lee;Chul-Jae, Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1187-1192
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    • 2022
  • Gangwon-do is a representative leisure resort. However, the provision of tourism information has not escaped the existing image- and text-oriented simplicity. Therefore, a linkage strategy for the content business is needed to revitalize tourist attractions. In this paper, first, we provide a 360-degree rotating VR content authoring function. Second, we propose a dynamic platform including a function that allows users to easily author tour scheduling after registering VR content on a map. Finally, the proposal system provides pre-tourism customers with an opportunity to increase satisfaction by providing online pre-experience.

Literature Review on the Development of Cognitive Function Improvement Program for the Elderly in Community (지역사회 노인의 인지기능 향상 프로그램 개발에 대한 문헌적 고찰)

  • Lee, Sun-myung;Chae, Joo-Hyun
    • Journal of Korean Clinical Health Science
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    • v.10 no.2
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    • pp.1600-1606
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    • 2022
  • Objective: This study was to compares and analyzes programs applied to improve cognitive function in patients with mild cognitive impairment and early dementia in the community to find out their effectiveness. Methods: In this study, 12 papers were finalized by searching for "elderly", "cognitive", "community", and "program" using the database of the Research Information System (RISS), National Assembly Library, and Korean Studies Information (KISS). Results: Programs for cognitive function were in the order of cognitive stimulation program, arts and crafts, and exercise program. In the program, rather than applying the cognitive stimulation program alone, the program was operated by combining leisure or exercise, music, art, and handicraft. The time was shown to be 30 minutes. The most frequently used evaluation tool was MMSE, followed by GDS and BBS. By cognitive domain, cognitive stimulation program and memory, satisfaction in psychology, and balance ability in exercise were evaluated the most. In the cognitive area, various cognitive stimulation areas were included, and in the exercise area, basic exercise, muscle strength exercise, joint exercise, and balance exercise were applied. Conclusion: Therefore, developing a program to improve cognitive function for mild cognitive impairment, it will be possible to prepare guidelines to establish and development.

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.

The Effects of Hotel Visitors' Cultural Characteristics on Hotel Selection Attributes: Focusing on the Hofstede Cultural Dimension (호텔 방문객들의 문화적 특성이 호텔 선택속성에 끼치는 영향: Hofstede 문화차원을 중심으로)

  • Jaewon Jang;Byunghyun Lee;Jaekyeong Kim
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.99-126
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    • 2023
  • As cultural background contributes members of society to recognize and behave in a specific direction, customers with different cultural backgrounds show various reactions even when they are provided with the same service. Previous studies have used the Hofstede cultural dimension to understand how hotel visitors' satisfaction varies with the provided service as per their cultural background. However existing research only considered the cultural background of the guests, and there are not many studies focused on the types of travel. Therefore, in this study, the travel types of hotel visitors are classified into business travel visitors and leisure tourism visitors, and analyzed the effect of Hofstede's cultural dimension on hotel selection attributes according to the styles of travel. In this study, we collected information on six cultural dimensions of Hofstede, and from TripAdvisor, a representative tourism platform, 204,261 optional attribute ratings for hotels in New York to investigate the satisfaction of hotel selection attributes. In conclusion, it is expected that this study will be able to identify which service attributes the customers of various cultures who visit hotels put emphasis in advance, and therefore provide suitable service accordingly.

A Study on the Gambling and Family Relationships of Gamblers in Choongchung Area (충청 지역의 도박중독 실태와 가족관계에 대한 연구)

  • Lee, Young-Boon;Lee, Eun-Joo
    • Korean Journal of Social Welfare
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    • v.54
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    • pp.177-201
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    • 2003
  • Gambling is prevailing in our society and the family problems of gamblers are also serious. In order to reduce the problems of gamblers and their families, the basic research on gambling would be the first step. In light of this, this study is a survey which has two objectives: to grasp the overall conditions of gambling and the proportion of pathological gamblers; to find the differences between the pathological gamblers' group and the general group in terms of various aspects of family relations in Choongchung area. The findings of this study is as follows, The respondents tend to gamble most with korean playing cards, either in winter or regardless of seasons. They tend to gamble most with family members, relatives, or friends. About 20% of them gamble more often than once a month, and 60% started gambling in their twenties or thirties. The proportion of pathological gamblers was found to be 11.6% of the sample of this study, with men and rural area residents to be significantly more than women and urban area residents. In the various aspects of family lives, such as marital satisfaction, family relations, family violence, family history of addiction, how to spend leisure time with family, it was found that the pathological gamblers' group has significantly more problems than the general group. On the basis of the above findings, the suggestions were made as follows. Firstly, the counter plan to gambling is necessary in the rural area, especially in winter time. secondly, positive leisure activities which substitute gambling needs to be developed, especially for men. Thirdly, family education and family therapy Program is required for the pathological gamblers and their families. Fourthly, governmental policy is necessary for the budget to prevent and treat gambling problems.

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Work and Life Balance of Working Single-person Households : Focused on Unmarried 20-30 Generation (취업 1인가구의 일-생활 균형: 20-30대 미혼을 중심으로)

  • Song, Hyerim;Kang, Eunjoo
    • Journal of Family Resource Management and Policy Review
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    • v.25 no.4
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    • pp.55-70
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    • 2021
  • The aim of this study was to analyze the work and life balance of unmarried working cases in single-person households. Eleven cases were interviewed with a semi-structured questionnaire. The results were as follows: When they were starting as a single-person household on their own initiative and with enough preparation and planning, they expressed higher satisfaction as a single person household. For their adaptation to being a single-person household, practice education and information about household work and self-care were useful. Their thought about 'life' are focusing on self improvement and leisure activities either alone or with their friends. Their family interactions were performed with financial, emotional, and housework support from each other. Resources such as money and time were the major factors that impacted work and life balance. For work and life balance of single person househods, the cases needed political support for financial aid and flexible work arrangements.

The Effect of Disability Acceptance and Anxiety on Participation of People with Stroke Living in the Community (지역사회 거주하는 뇌졸중 장애인의 장애수용과 불안이 참여에 미치는 영향)

  • Lim, Young-Myoung;Ham, Min-Joo;Hwang, Ho-Sung;Kim, Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.591-600
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    • 2022
  • This study examined the participation of the people with stroke living in the community in terms of productivity, leisure, and social domain, and identified the effect on disability acceptance and anxiety. For data collection, from October 2018 to January 2019, data on disability acceptance, anxiety, and participation were collected from 192 people with stroke who used welfare centers and community services. For general characteristics, t-test and one-way ANOVA were used to compare participation according to descriptive statistics and general characteristics. Pearson correlation analysis was used for correlation between variables, and multiple regression analysis was used to identify causality. As the result, factors affecting the productivity of participation were labor(β=.28, p<.001), de-emphasis on disability salience(β=.14, p<.05), compensatory(β=.22, p<.01), and subjective anxiety(β=-.35, p<.05), and the explanatory power was 33%(F=9.44, p<.001). Leisure was expressed as self-satisfaction with disability(β=.18, p<.05) and the compensatory(β=.18, p<.05), and had an explanatory power of 23%(F=6.32, p<.001). Social activity was labor(β=.19, p<.01), and subjective anxiety(β=-.51, p<.05), which showed 23%(F=6.05, p<.001) of explanatory power. This suggests the importance of psychosocial factors for a changed life after the onset of a stroke, and a practical approach is needed to construct and apply programs to improve participation.

The Survey of Housewives' Perception for the Development of Refrigerated Convenience Foods for Koreans (한국형 냉장편의식 개발을 위한 주부들의 인식 조사)

  • Kwak, Tong-Kyung;Lee, Kyung-Eun;Park, Hye-Won;Ryu, Kyung;Choi, Eun-Jung;Hong, Wan-Soo;Jang, Hye-Ja;Kim, Sung-Hee
    • Journal of the Korean Society of Food Culture
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    • v.12 no.4
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    • pp.391-400
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    • 1997
  • To provide basic information for the development of refrigerated convenience foods for Koreans, 492 house-wives residing in Seoul and Kyunggi Province were surveyed concerning satisfaction of buying precooked convenience foods, frequency of using them, preferred Korean dishes, and willingness to buy the convenience foods if they are developed. Statistical data analysis was completed using SAS package program. The satisfaction mean score of the marketed precooked convenience foods was 2.73 out of 5 and the housewives were least satisfied with feed additives and sanitation factors. The factors affecting satisfaction in purchasing were sanitation, taste, variety of type, nutrition, price, and food additives for side-dishes sold refrigerated or at room temperature, and taste, sanitation, variety of type, price, nutrition, and food additives for frozen prepared foods in order respectively. The frequency of using the precooked convenience foods was generally low but that of using the pickled dishes, Jokbal Soondae, and frozen prepared foods was relatively high. The answer of 'the thought that meals should be prepared in households' was the primary reason for avoiding using the precooked convenience foods and 'no time to cook' was the most frequent answer among the reasons for using them. Currently, the precooked convenience foods were used for snacks mainly, but the usages to be expected to increase were for lunchbox, main dishes, snacks, side dishes, special occasions foods, and leisure foods in order. Based on preference and buying priority, the dishes needed to be developed as refrigerated convenience foods among Korean dishes were identified. The result showed that 'preference' was not consistent with buying priority and the housewives perceived the factor of 'convenience' more importantly than 'preference' in purchasing the convenience foods.

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A Study on Users' Recognition of Selection Attributes for Connection between Recreational Forest and Rural Tourism Village (자연휴양림과 체험마을 연계를 위한 이용객의 선택속성 인식 연구)

  • Lee, Yong-hak;Cho, Yeong-Eun;Kang, Eun-jee;Kim, Yong-Geun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.1
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    • pp.16-28
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    • 2016
  • The study was conducted to compare and analyze the importance and performance of leisure destination selection attributes of persons who use recreational forests and rural tourism villages. This researcher investigated the use patterns of users to identify the ground for connection between recreational forest and rural tourism village, analyzed their recognition differences in physical selection attribute, program selection attribute, and service selection attribute in order for leisure destination selection, and conducted importance-performance analysis(IPA analysis) to draw a plan for connection. The main results and suggestions are presented as follows. First, recreational forests were visited by family users in order for rest and emotional cultivation and provided experience programs using simple public interest function of forest, whereas rural tourism villages were visited by family users, friends and co-workers, groups and club members to experience a variety of annual programs and understand regional cultures. It was found that it was necessary to connect natural forest with rural tourism village in order to meet the leisure needs of the people changed in diversified ways. Secondly, it was found that the connection between rural tourism village and recreational forest visited mainly for simple rest led to positive visit intention of users. It was expected that there will be various kinds of uses, including experience program participation, child education, and safe accommodations security. In other words, the connection between recreational forest and rural tourism village is an alternative to trigger actual demands and recreational forest activities with high quality. Thirdly, in the case of users of recreational forests, their performance of all selection attributes was lower than their importance of them. Therefore, overall improvements were needed. In particular, needed were the diversity, benefit, and promotion of programs, improvements in locality(themes), supply of lodges and convenient facilities, booking system, the purchase system of local special products, and professional skills of operators and managers. On contrary, the performance of program selection attribute of rural tourism village was high. Therefore, it was found that program attribute of rural tourism village was the main connection factor to activate recreational forest use. Fourthly, according to IPA analysis, the proper connections between loges, convenient facilities, and nearby touristattractions, which give high expectations and satisfaction to users, needed to remain. And it was required to make common efforts to accomplish the goal (income creation) of rural tourism village and improve booking system for visitors and performance of local special products sales opportunity. In addition, the essential factors to induce users' leisure destination selection were found to be maintenance of the use fee system of recreational forest, diversity of rural tourism village program, and retention of locality.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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