• Title/Summary/Keyword: SmartTourism

Search Result 336, Processing Time 0.023 seconds

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.2
    • /
    • pp.219-224
    • /
    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

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
    • /
    • v.10 no.1
    • /
    • pp.242-247
    • /
    • 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.

Multiple Fusion-based Deep Cross-domain Recommendation (다중 융합 기반 심층 교차 도메인 추천)

  • Hong, Minsung;Lee, WonJin
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.819-832
    • /
    • 2022
  • Cross-domain recommender system transfers knowledge across different domains to improve the recommendation performance in a target domain that has a relatively sparse model. However, they suffer from the "negative transfer" in which transferred knowledge operates as noise. This paper proposes a novel Multiple Fusion-based Deep Cross-Domain Recommendation named MFDCR. We exploit Doc2Vec, one of the famous word embedding techniques, to fuse data user-wise and transfer knowledge across multi-domains. It alleviates the "negative transfer" problem. Additionally, we introduce a simple multi-layer perception to learn the user-item interactions and predict the possibility of preferring items by users. Extensive experiments with three domain datasets from one of the most famous services Amazon demonstrate that MFDCR outperforms recent single and cross-domain recommendation algorithms. Furthermore, experimental results show that MFDCR can address the problem of "negative transfer" and improve recommendation performance for multiple domains simultaneously. In addition, we show that our approach is efficient in extending toward more domains.

A Study on the Determinants of Smoking Demand of College Students

  • Lee, Seung-gil
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.162-169
    • /
    • 2022
  • The purpose of this study is to estimate the determinants of the smoking demands of university students. For this study, a total of four four-year universities and two-year colleges in Seoul and provincial areas were surveyed. The model for analyzing the demand for smoking was applied with a double hurdle model, and determinants to participate in smoking in the first stage and the amount of smoking in the second stage were analyzed. According to the analysis results, the determinants to participate in smoking as a first stage are gender, grade, college type, major category, and parents' income, which have a statistically significant effect, and the analysis of the amount of smoking as a second has been analyzed as the variables that influence gender, grade, college location, major, parents' income type and income amount.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.4
    • /
    • pp.52-57
    • /
    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.44-52
    • /
    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

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
    • /
    • v.11 no.3
    • /
    • pp.332-337
    • /
    • 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.

The Impact of Franchise Education on Corporate Performance and CEO Competency

  • Jun-Young Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.24-31
    • /
    • 2023
  • The purpose of this paper is to divide franchise education and restaurant education programs into three factors: educational content, educational techniques, and educational environment. After completing the franchise curriculum, we will identify what educational programs affect corporate performance and CEO's capabilities. A total of 99 copies were used as statistical analysis data by conducting a survey of those who completed the training from May 01 to May 15, 2023. The survey used the Likert 5-point scale, and for data analysis, hypothesis verification was conducted using frequency analysis, demographic analysis, and reliability analysis using SPSS23. As a result, it was confirmed that all three factors of franchise education are factors that affect performance and competency. Therefore, among franchise education programs, it is necessary to be faithful to the contents of education, use appropriate educational techniques, and prepare an educational environment well.

The study of the restaurant start-up chatbot system using big data

  • Sung-woo Park;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.52-57
    • /
    • 2023
  • In the restaurant industry, along with the fourth industry, there is a food technology craze due to IT development. In addition, many prospective restaurant founders are increasing due to restaurant start-ups with relatively low entry barriers. And ChatGPT is causing a craze for chatbots. Therefore, the purpose of this paper is to analyze factors for restaurant start-ups with big data and implement a system to make it easier for prospective restaurant start-ups to recommend restaurant start-ups that suit them and further increase the success rate for restaurant start-ups. Therefore, this paper is meaningful in analyzing the start-up factors desired by prospective restaurant founders with big data, turning them into text, and furthermore, designing and studying the start-up factors shown as big data into a restaurant start-up chatbot system.

A Study on Strategies to Improve the Effectiveness of Influencer Advertising

  • Chanuk Park;Sin-Bok Lee;Do-Eui Kim
    • International journal of advanced smart convergence
    • /
    • v.12 no.2
    • /
    • pp.1-16
    • /
    • 2023
  • Influencer advertising, which has gained significant attention in academia and industry, is widely adopted as a digital marketing strategy. This study empirically analyzes the impact of perceived influencer channel attributes and ad attributes on the suitability of advertisements and their effects on consumers' positive and negative advertising behaviors. The research aims to identify various factors that can enhance the effectiveness of influencer advertising. The results reveal that among the influencer channel attributes, informativeness and intimacy have a positive impact on ad suitability, while ad clutter has a negative impact. Additionally, ad-influencer fit positively affect ad attention and negatively influences ad avoidance. Based on these findings, companies can enhance the effectiveness of influencer advertising by first selecting influencers who align well with the advertisement and emphasizing informativeness and emotional bonding to improve ad suitability. Moreover, the study suggests that influencer advertising strategies can be effective as long as they avoid excessive ad clutter, as it diminishes ad suitability. Marketing practitioners and advertising planners can utilize these insights to formulate more effective influencer advertising strategies.