• 제목/요약/키워드: Sports Tourism

검색결과 183건 처리시간 0.029초

동굴관광지 리모델링 개발사례 연구 - 고씨동굴 관광지를 대상으로 - (A Study on Tourist Destination Remodeling: Gossi-Cave in Yeong Wol)

  • 박용순;박한식
    • 농촌계획
    • /
    • 제14권3호
    • /
    • pp.99-110
    • /
    • 2008
  • Tourist destination remodeling project is the tourist destination activation program to promote underdeveloped tourist destination that the Ministry of Culture and Sports has been implementing as a pilot program since 2005. Since previous tourist destination development programs focused on developing facilities, they could not quite cope with the changes in the tourism paradigm. Especially for caves, they could not escape from the simple sightseeing for the characteristics of the resource were fit to the caves. These results failed to meet tourist demands to experience and participate that the number of tourists is continuously decreasing. To cope with the circumstances, the government introduced a pilot program, a comprehensive tourist destination reorganization plan designed to comprehensively promote the tourism contents development (software) that can differentiate the region such as the tourism activation programs, tourist destination management and operation system reorganization (humanware) along with the repair of facilities (hardware project). This study emphasized the participation of residents who are the actual subject of management and operation of tourist facilities and programs in the course of establishing the master plan for remodeling for Gossi Cave that it can be used as the reference for establishing remodeling plan based on resident participation in the future.

농촌관광에 있어 체험활동 선호도 및 행동의도 - 대구광역시 초등학생 학부모 집단을 대상으로 - (Preference of Experiential Activities and Behavioral Intention on Rural Tourism - On parents group of elementary students in Daegu city -)

  • 엄붕훈
    • 농촌계획
    • /
    • 제21권4호
    • /
    • pp.115-125
    • /
    • 2015
  • This study is to analyze the preference of experiential activities and behavioral intention on rural tourism, with special focus on parents group of elementary students. The result can be utilized as basic data for demanding aspect of rural experiencing tourism. Two-step questionnaire survey was conducted, during May to July, 2915. Sample group was selected at 4 elementary school in Daegu city. 347 valid responses were analyzed with SPSS. Major results are as follows. Firstly, suggested model for 23 experiential activities in 7 types, were verified as valid by verifying factor analysis. Factor 1 was verified and named as 'Rual Life Experience', Factor 2 was verified and named as 'Health/Healing Experience', Factor 3, as 'Agricultural Product Experience', Factor 4, as 'Eco-Cultural Experience', Factor 5, as 'Leisure/Sports Experience', Factor 6, as 'Traditional Wellbeing Food Experience', and Factor 7, as 'Traditional Culture Experience'. All 7 factors explained 75.39% of total variance. Secondly, mean score of preference by each activity showed high in 'Health-care experience', 'Traditional food experience' and comparatively low in 'Collecting experience', 'Agricultural experience'. Thirdly, all 7 types(factors) of experience showed significant affecting relation to satisfaction, intention to participation and recommendation. Specially, 'Eco-Cultural Experience' and 'Rural Life Experience' showed high affecting relation. This could be the characteristics of parents group of elementary students.

해양환경 정보제공 콘텐츠 개발 연구 - 수중지형 및 수중생태 환경정보를 중심으로 (A Study on the Content Development of Oceanic Environmental Information - with Underwater Topography and Ecological Environmental Information)

  • 성경;김수열;박성수
    • 한국항행학회논문지
    • /
    • 제18권5호
    • /
    • pp.409-414
    • /
    • 2014
  • 관광산업은 주 5일 근무제 시행 이후 여가시간이 증가함에 따라 양질의 성장을 보이고 있다. 관광산업은 전자 통신의 발달에 힘입어 다양한 형태의 문화와 결합하여 21세기 고부가가치 산업으로 각광받고 있다. 특히 삼면이 바다인 우리나라는 국민소득이 증가함에 따라 해양레저산업에 더욱 관심을 갖고 있다. 해양수산부는 막대한 정책지원을 통해 해양관광진흥계획을 수행하고 있으며, 어촌지역에 문화를 융합하여 타 지역 관광객 유치를 위해 노력하고 있다. 본 연구를 통한 콘텐츠를 활용하여 정책자금이 동원되는 활동을 바르게 모니터링하고, 고부가가치 관광 산업을 육성하기 위한 유용한 콘텐츠 활용 전략을 제시하였다.

해양레저스포츠 체험선택과 체험효과, 체험만족에 관한 연구 (A Study on the Experience Choice, Experience Effect and Experience Satisfaction on Marine Leisure Sports)

  • 정문현
    • 디지털융복합연구
    • /
    • 제12권10호
    • /
    • pp.605-613
    • /
    • 2014
  • 해양레저 관광 활성화를 위해 해양레저스포츠 체험선택과 체험효과, 체험만족 간의 관계를 연구하고자 설문지를 제작한 후 보령지역을 방문하여 조사 분석을 실시하는 연구를 수행한 결과 다음의 결론을 얻었다. 첫째, 해양레저스포츠의 선택중요는 선택만족에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 해양레저스포츠의 선택중요는 체험효과에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 해양레저스포츠의 선택만족은 체험효과에 긍정적인 영향을 미치는 것으로 나타났다. 넷째, 해양레저스포츠 방문객들은 모타보트, 바나나보트, 요트 체험을 선호하는 것으로 조사되었다. 다섯째, 해양레저체험센터 건립시에는 장비대여소, 안전시설, 해양레저체험시설이 포함되어야 한다.

다문화사회의 관광정보 웹 콘텐츠 개선 방안 (Improvement of Tourism Information Web Contents in Multicultural Society)

  • 이용재;김희영
    • 한국콘텐츠학회논문지
    • /
    • 제10권3호
    • /
    • pp.413-422
    • /
    • 2010
  • 1990년 이후 외국인 노동자의 이주를 시작으로 최근 우리 사회는 다문화사회에 직면하고 있다. 아울러 한국에서 결혼이민자도 지속적으로 증가하고 있다. 이처럼 이주민과의 공존이 사회적 화두가 되고 있지만, 이들에 대한 사회적 서비스는 미비한 실정이다. 최근 문화체육관광부의 이주민 문화향수실태조사에 의하면, 이주민이 가장 희망하는 여가 활동은 '여행'으로 나타났다. 이러한 사회적 추세를 고려하여 이 연구는 이주민의 한국 여행에 대한 정보요구에 부응할 수 있도록 관광정보 웹 콘텐츠의 개선 방안을 모색하였다. 구체적으로 기존 관광 웹 콘텐츠의 현황을 분석하고 웹사이트 '부산 문화관광'을 주요 사례로 분석하였다. 특히, 여행관련 웹 콘텐츠 중 VOD영상에 대한 분석을 시도하고 구체적인 개선방안을 제시하였다. 또한 이 연구를 위하여 이주민들과의 인터뷰를 거침으로써 이주민의 눈높이에 맞춘 웹사이트 평가를 시도하였다. 평가결과, 콘텐츠품질에서 가장 불만족으로 나타났으며, 그 다음으로 서비스, 인터페이스 순으로 불만족한 것으로 조사되었다.

Measuring Sport Tourist Motivation: Implications for Sport Tourism Distribution

  • Seo, Won-Jae;Lewin, Lyle A.;Han, Seungjin;Park, Seong-Hee;Moon, Bo-Young;Kim, Min-Soo;Moon, Bora
    • 유통과학연구
    • /
    • 제17권3호
    • /
    • pp.49-55
    • /
    • 2019
  • Purpose - The purpose of this study was to develop a motivation scale for participation sport tourism and to produce implications of potential use of MSPST for sport tourism distribution emphasizing the needs of sport tourists and the functions required to satisfy those needs. Research design, data, and methodology - The Motivation Scale for Participation Sport Tourism (MSPST) was developed in three stages. A literature review generated 8 dimensions with 42-items in the first stage. Second, an expert review phase refined the initial item pool, which resulted in 35 items. Result - Exploratory factor analysis was employed to produce an 8-factor, 28 item pool. The reduced version was confirmed via structural equation modeling, indicating an acceptable model of fit. The final MSPST consisted of 8 dimensions of motivation, including friendship, family, solitude, challenges, intrinsic, achievement, nature, and competition. Conclusions - The MSPST is a valid and reliable scale of tourists' motives for participating in sports. The results supported the suggested measures of motives associated with participation sport tourism regarding construct, convergent and discriminant validity. A body of knowledge about motives provides insights for policy-makers seeking to support distributional industries for sport tourism and finally to promote economy on both regional and national levels.

전남지역의 문화관광축제 상품현황 분석 (Market Analysis of Cultural Products Sold in Jeonnam Cultural Tourism Festivals)

  • 이미숙;정경희
    • 대한가정학회지
    • /
    • 제48권1호
    • /
    • pp.97-110
    • /
    • 2010
  • The purpose of this study was to identify development strategies of high value-added cultural products in order to help promote Jeonnam cultural tourism festivals. In order to achieve this purpose, we carried out a market survey of cultural products sold in cultural tourism festivals held successfully within the Jeonnam area.The subjects of this study were local festivals which were labeled as cultural tourism festivals by the Ministry of Culture, Sports and Tourism from 2000 to 2008. The results of this study were as follows: Firstly, a store survey was conducted to analyze the categories of products on offer. As a result, the most frequent product was accessories (46.2%), followed by clothing and miscellaneous goods (25.2%), ceramic products (14.8%), interior decoration products (9.1%), and stationery (4.6%). Secondly, in the design motif used for cultural products, most products did not contain festival or local images. Cultural products with festival images made up 47.2% of the range, while only 2.3% of products on offer contained local imagery. The remaining 50.3% of cultural products for sale did not use festival or local images. Finally, in terms of materials used, most products used metal (36.7%), followed by textiles (32.9%), ceramic (13.8%), wood (6.2%), plastic (6.2%), paper (3.6%), and leather (0.2%). For price range, 52.4% of product were equal to or below 10,000 won, followed by 33.1% between 10,000-30,000 won. The results of this study showed that the cultural products of Jeonnam festivals lacked symbolism of the region or festival itself. Furthermore, items and the price ranges were not diverse enough. A possible solution would be to address this short coming, but more importantly, design a marketing and commercial strategy tailored towards the promotion of cultural products which contain both regional and festival imageries.

레저용 요트의 조형적 디자인 연구 (A Study on the visually Adaptive yacht Design)

  • 조규남;김영국
    • 한국해양공학회:학술대회논문집
    • /
    • 한국해양공학회 2003년도 추계학술대회 논문집
    • /
    • pp.30-34
    • /
    • 2003
  • The coast area of our country has various tourist attraction factors of its own such as plenty of islands, uncontaminated waters and so on. Nevertheless, sea tourism and leisure facilities have not been developed enough since the national tourist/leisure policies have mainly been focused on the land tourism so far. Recently, the lake and sea areas are becoming more an more popular to people for spending their leisure times, and they, especially the young generations, are eagerly searching for some good ocean spots to enjoy the dynamics maritime sports. In this paper, we worked on the first design phase of environmentally and visually adaptive yacht, taking the cost effectiveness and the safety factors into account as well.

  • PDF

Factors influencing on smart health

  • Kim, Mincheol;Chen, Li;Park, Sangwon
    • 산경연구논집
    • /
    • 제10권2호
    • /
    • pp.17-23
    • /
    • 2019
  • Purpose - This study aims to clarify the impact of smart health gadgets (specfically, smart watches/sports wristbands) on promoting healthy behavior. It also aims to understand the use and characteristics of the devices, to explore the relationship between device factors and factors that affect healthy behavior, and to discuss the development of health promotion. Research, design, data, and methodology - Smart device users were investigated through a random sampling method of 185 respondents, including all ages and all levels of occupation, education, and income. The SmartPLS 3.0 software enabled the path analysis and the descriptive statistical analysis; the theoretical model was evaluated for the parameter analysis. Results - The size and path of each factor impacting health promoting behavior were ascertained. The objective factors that attract users to the smart wristband were investigated as well as the methods by which the device and the HPM are bound to each other and the correlation factors to seek out the closest relationship. Conclusions - According to the analysis, the real-time smart watch/sports wristband exerts a positive impact on one's health promoting behavior. Health awareness is increasingly promoted in the process of using the device, and the impact of health awareness and self-efficacy effects on healthy behavior is considerable.

e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로- (Interactive storytelling of e-Sports)

  • 임하나
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 2부
    • /
    • pp.576-581
    • /
    • 2008
  • e-Sports는 스타크래프트 게임에서 시작되었고, e-Sports의 연구 역시 스타크래프트를 중심으로 다루어져왔으며 e-Sports의 외형적 성장 풍에 대해 주로 활발히 논의되어왔다. 이러한 논의는 산업적으로 중요하고 의미 있는 논의이지만 왜 많은 e-Sports 게임 중 스타크래프트가 한국의 e-Sports를 주도적으로 이끄는가에 대한 본질적인 논의로는 부족하다. 현상을 분석하는 것만으로는 왜 우리가 프로게이머에 열광하고 그들의 게임을 지켜보는가? 라는 중요한 부분을 간과하게 된다. 본 연구는 스타크래프트 게임을 전략시뮬레이션게임으로 규정하고, 따라서 전투시스템을 핵심으로 보고 이의 스토리텔링을 분석하였다. 그리고 전투시스템에 근거하여 형성된 스타크래프트 게임 리그를 통해, 이를 둘러싼 e-Sports와 프로게이머와 수용자간의 상호작용을 통해 만들어진 인터랙티브 스토리텔링을 살펴봄으로써 e-Sports가 가지고 있는 내재적 요인에 접근하고자 하였다. 이를 통해 앞으로 e-Sports의 다양한 종목들을 활성화시키고 스타크래프트 게임리그의 발전에 이바지 할 수 있도록 스타크래프트 게임리그의 성공요소를 인터랙티브 스토리텔링의 관점에서 고찰하였다.

  • PDF