• Title/Summary/Keyword: SmartTourism

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Content Analysis of Articles on the Mobile Based Tourism Information (모바일 관광정보 연구논문에 관한 내용분석)

  • Ko, YoungKwan;Kim, Mincheol
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.203-214
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    • 2012
  • As users of mobile devices such as smart phone are rapidly growing owing to the development of information technology, interest for information retrieval and a variety of services using mobile devices is gradually increasing. Users want to get the tourist information service through the use of mobile devices and accordingly, Korea local governments are trying to provide a variety of services on the mobile tourist information via smart phone. As more interest and requirements on mobile tourist information service, researches on types and preferences of mobile tourist information, measurement of the quality of service, the user's satisfaction and re-use is currently being done. However, meanwhile, the research on the content analysis classified and investigated a wide variety of numerical rating scale such as research topics of research papers, research methodology is wholly lacking. Thus, in terms of the research need on a systematic study of the domestic mobile tourist information, this study presented the research tendencies and implications of yearly research trends, research subjects, statistical analysis techniques, research methods, research models and theories related to the mobile tourist information focusing on journals listed on the National Research Foundation of Korea.

A Study on Strengthening the Window Effect of Content through Regional Cooperation of Local Traditional Cultural Resources - Focusing on cooperation with 'Namdo Renaissance' content (지역전통문화자원의 지역 협력을 통한 콘텐츠 창구효과 강화를 위한 연구 -'남도 르네상스' 콘텐츠와 연계 협력을 중심으로)

  • Jeong, Yeon Chul
    • Smart Media Journal
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    • v.6 no.4
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    • pp.101-109
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    • 2017
  • Traditional cultural resources in the region have unique cultural characteristics and are highly likely to be differentiated content resources. Therefore, when local cultural resources are developed as content, they can be given a role as a brand symbolizing the region together with economic value creation. In this paper, we propose a method to utilize traditional cultural resources in Jeonnam region as content material and to strengthen the connection with 'Namdo Renaissance' project contents in Jeonnam province. We propose seven regions as a region with content relevance for inter-regional collaboration through resource elements and analysis of Jeonnam cities and counties. We suggest "Story SarangBang" so that we can uncover and systematize stories with symbolic character by region. The developed story resources are developed as experiential contents through realistic media production technology and virtual reality platform and expanded to tourism contents and expanded to the window effect of contents. Also, by expanding cooperation governance between regions, it is possible to enhance opportunities for development of joint contents and enhance utilization as tourist contents, thereby contributing to regional economic development and related industries development.

Users' Experience of Sharing Economy Service and Moderating Effect of Social Interaction: Focused on Bicycle-Sharing Service (공유경제서비스의 이용경험과 사회적 상호작용의 조절효과: 자전거공유서비스를 중심으로)

  • Yoon, Ah-Young;Kim, Sung-Min;Koo, Chul-Mo
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.87-106
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    • 2017
  • Purpose The main purpose of this study is to examine whether the expectations and outcomes of the bicycle-sharing service significantly influence users' expectation disconfirmation, satisfaction, and continuous intention to use. In addition, we will verify the moderating effect of social interaction in bicycle-sharing service on the relationship between satisfaction and continuous intention to use. Design/methodology/approach Based on previous studies dealing with determinants of bicycle use, users' expectations and outcomes of the bicycle-sharing service were measured by three variables; accessibility, convenience, and safety. To collect the data, we conducted a survey of undergraduates at a university located in Seoul for three weeks, beginning March 6. Participants completed the first questionnaire, which measured expectations of the bicycle-sharing service based on the attributes and social interaction before using the BSS. After a few weeks, the same participants completed the second questionnaire, which measured outcomes of the outcome, disconfirmation, satisfaction, and continuous intention to use the BSS. Only participants who completed both surveys received monetary compensation. In order to test hypothesis, the Smart Partial Least Square (SmartPLS) modeling technique was applied. Findings In terms of main effects, based on the expectation disconfirmation theory, the results indicated that there were significant relationship among expectation, performance, disconfirmation, and satisfaction. In particular, it was verified that disconfirmation completely plays a mediating role between performance and satisfaction. In addition, the moderating effect of social interaction was examined. There was a significant interaction effects of social interaction and satisfaction on the continuous intention to use for leisure purpose. Finally, this study is expected to contribute to the study of resource sharing in the field of tourism and provide baseline information for future research.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

The Impact of TikTok's Short-Form Content Features on Destination Image and Visit Intentions (틱톡의 숏폼 콘텐츠 특성이 관광지 이미지 및 방문의도에 미치는 영향)

  • Wei Song;Chun Ii Park
    • Smart Media Journal
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    • v.12 no.8
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    • pp.37-44
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    • 2023
  • This study investigated the influence of travel-related content on the popular short-form platform TikTok in China on users' intentions to visit travel destinations and purchase travel products. Conducted in July 2023, amidst the rising consumption of short-form content through mobile devices due to the COVID-19 pandemic, the research surveyed 337 participants using an online survey platform in China. The findings revealed that the entertainment factor within TikTok's content did not significantly impact the perception of travel destinations, whereas informativeness and trustworthiness had positive effects. Moreover, expertise and interactivity also had positive effects. The study demonstrated that the image of travel destinations formed through short-form content on TikTok positively and significantly influenced visitors' intentions. These results provide valuable insights for crafting effective strategies in the tourism industry and marketing efforts.

Study on the Application of Patterns of Xuzhou Paper-cut in Cultural and Creative Product Design (쉬저우(徐州) 지엔즈(剪紙) 문양(紋樣)의 문화 창작물 제품 디자인 적용에 관한 연구)

  • Hao Pei Pei;Lee Jin Wook
    • Smart Media Journal
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    • v.12 no.11
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    • pp.211-221
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    • 2023
  • In the context of integration of culture and tourism, the effective application of folk art in cultural creative products is of great significance to the development of local cultural industry. Xuzhou paper-cutting is the only world-class intangible cultural heritage project in the northern Jiangsu region of China. Its high humanistic value and artistic characteristics are widely used in modern art design. The application of cultural and creative products relative to paper-cutting in Xuzhou mainly focuses on two-dimensional decorative and ornamental products, which is short of diversity in form and not practical. In addition, it doesn't meet the aesthetic needs of living of modern people, This article studies paper-cut works by Wang Guiying and proposes principles for the design of cultural and creative products relative to paper-cutting by analyzing the typical "goose" pattern in Wang's paper cutting handcrafts. By exploring the application value of Xuzhou paper-cutting in cultural and creative product design and demonstrating the feasibility of the design principles via visiting experts, this article hopes to provide some reference for the modern inheritance and innovative development of paper-cutting culture.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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In situ dynamic investigation on the historic "İskenderpaşa" masonry mosque with non-destructive testing

  • Gunaydin, Murat
    • Smart Structures and Systems
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    • v.26 no.1
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    • pp.1-10
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    • 2020
  • Turkey is a transcontinental country located partly in Asia and partly in Europe, and hosted by diverse civilizations including Hittite, Urartu, Lydia, Phrygia, Pontius, Byzantine, Seljuk's and Ottomans. At various times, these built many historic monuments representing the most significant characteristics of their civilizations. Today, these monuments contribute enormously to the esthetic beauty of environment and important to many cities of Turkey in attracting tourism. The survival of these monuments depends on the investigation of structural behavior and implementation of needed repairing and/or strengthening applications. Hence, many countries have made deeper investigations and regulations to assess their monuments' structural behavior. This paper presents the dynamic behavior investigation of a monumental masonry mosque, the "İskenderpaşa Mosque" in Trabzon (Turkey), by performing an experimental examination with non-destructive testing. The dynamic behavior investigation was carried out by determining the dynamic characteristic called as natural frequencies, mode shapes and damping ratios. The experimental dynamic characteristics were extracted by Operational Modal Analysis (OMA). In addition, Finite Element (FE) model of masonry mosque was constructed in ANSYS software and the numerical dynamic characteristics such as natural frequencies and mode shapes were also obtained and compared to experimental ones. The paper aims at presenting the non-destructive testing procedure of a masonry mosque as well as the comparison of experimental and numerical dynamic characteristics obtained from the mosque.