• 제목/요약/키워드: Sports tourism

검색결과 183건 처리시간 0.041초

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

  • Park, Yong-Soon;Park, Han-Sik
    • Journal of Korean Society of Rural Planning
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    • 제14권3호
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    • pp.99-110
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    • 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.

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

  • Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • 제21권4호
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    • pp.115-125
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    • 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.

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

  • Sung, Kyung;Kim, Soo-Yeol;Park, Sung-Soo
    • Journal of Advanced Navigation Technology
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    • 제18권5호
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    • pp.409-414
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    • 2014
  • Since the five-day workweek has implemented and the spare time increased, the tourist industry has been showing the growth with quality. The tourist industry takes center stage as the twenty-first century higher value-added business on the strength of electronic communication development. Especially as being surrounded by water on three sides and national income has incremented, people have the interest in marine leisure industry. The Ministry of Maritime Affairs and Fisheries carries out a plan to promote marine tourism promotion plan through the significant policy support. Also, they makes an effort to lure the tourist through blending cultures. Therefore, through the 360 degree camera, the activity that mobilizes the policy fund can be monitored rightly and the application strategy that is useful to promote a higher value-added tourist industry can be suggested.

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

  • Jung, Moon-Hyun
    • Journal of Digital Convergence
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    • 제12권10호
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    • pp.605-613
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    • 2014
  • The purpose of this study is studying the relationship among experience choice, experience effect and experience satisfaction of marine leisure sports for the vitalization of marine leisure tourism. After preparing a questionnaire, investigation and analysis were done by visiting Boryeong area. The result of the study is as following. First, it was found that the major cause of choice in marine leisure sports has positive impact on choice satisfaction. Second, it was found that the major cause of choice has positive impact on experience effect. Third, it was found that the choice satisfaction in marine leisure sports has positive impact on experience effect. Fourth, it wa s found that the marine leisure sports visitors like motor boat, banana boat and yacht experience. Fifth, it is suggested that an equipment rental desk, safety facilities and marine leisure experience facility included in a marine leisure experience center to be built.

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

  • Lee, Yong-Jae;Kim, Hee-Young
    • The Journal of the Korea Contents Association
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    • 제10권3호
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    • pp.413-422
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    • 2010
  • With the beginning of foreign workers' immigration since 1990, Korea has faced multi-cultural society. At the same time, the number of female marriage immigrants have constantly increased. But the social services for immigrants are not yet prepared. According to the research on the actual condition of immigrants' culture enjoyment, which was done by Ministry of Culture, Sports and Tourism of Korea, the most preferable leisure activity of immigrants is 'sightseeing'. So this study focused on improvement of web contents of tourism information to satisfy the information needs of immigrants. Concretely, this study analysed the present condition of the existing tourism web contents, and analysed deeply the web site 'Tourism Busan' for special reference. Especially this study tried to analyse VOD images among web contents of 'Tourism Busan', and provided concrete improvement plan for that. And also this study processed interview with marriage immigrants to provide web site evaluation at the level of immigrants' eyes. As a result of evaluation, immigrants was the most dissatisfied with 'contents quality', and showed lower dissatisfaction at 'service quality', 'interface quality' factors.

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
    • Journal of Distribution Science
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    • 제17권3호
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    • pp.49-55
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    • 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.

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

  • Lee, Mi-Sook;Chung, Kyung-Hee
    • Journal of the Korean Home Economics Association
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    • 제48권1호
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    • pp.97-110
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    • 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.

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

  • Cho, Kyu-Nam;Kim, Young-Kuk
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 한국해양공학회 2003년도 추계학술대회 논문집
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    • pp.30-34
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    • 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.

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Factors influencing on smart health

  • Kim, Mincheol;Chen, Li;Park, Sangwon
    • The Journal of Industrial Distribution & Business
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    • 제10권2호
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    • pp.17-23
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    • 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.

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

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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