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Development of Native Local Foods in Chungcheongnam-do by Storytelling (스토리텔링을 통한 충남향토음식 개발 연구 - '무령왕 수라상'과 '몽유도원 밥상'을 중심으로 -)

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.25 no.3
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    • pp.270-284
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    • 2010
  • The objective of this study was to familiarize people with the native local food of Chungnam Province by developing its regional food as a culture resource. Native Local Food Search and luxury itemization based on regionally-characterized stories enhances self-perception of the national culture, promotes appropriate local images to the public, and contributes to the local economy by increasing regional tourism. Therefore, this study researched local stories of cultural significance, that is, those connected to the history and originality of Chungnam Province, and developed contents related to Chungnam native local food. Features of the native local food were introduced by a story telling method in order to appeal to the five senses. The story was composed for easy understanding of the value of food, and the brand image of Chungnam was developed based on representative historical stories of the region. In this study, the following were developed as representative images of Chungnam: 'Royal meal table of King Moo-ryung' in Kongju was presented by recomposing the story of King Moo-ryung, a famouns king of the Baekje era; 'Mong-yoo-do-won's rice meal table' was introduced via Mongyoo-do-won's painting by Kyeon An, a famous painter of the Chosun era who was born in Seosan. The 'Royal meal table of King Moo-ryung' was set with food made from local farm products, demonstrating the flavor and elegance of the Baekje era. 'Mong-yoo-do-won's rice meal table' resembled Kyeon An's Mong-yoo-do-won-do, which has a background featuring early spring. The rice table was designed to remind people of a flamboyant painting like a scattered peach blossom leaf in the early spring. To verify the health effectiveness of each rice table, the function of each ingredient was investigated through 'Sik-ryo-chan-yo:a dietary treatment', which was published by Soon-Ui Cheon during the Chosan era. According to the results, most of ingredients are certainly beneficial to health, as was recognized in the early Choson era.

A Study on the Storytelling and its Application : Focusing on the Panmunjom and the surrounding DMZ (판문점 및 주변 DMZ 지역의 스토리텔링과 활용방안에 관한 연구)

  • Lee, Dongmi
    • 지역과문화
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    • v.6 no.4
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    • pp.23-45
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    • 2019
  • The main research is on how to find source stories and develop and utilize content that will properly show the value of Panmunjom and the surrounding DMZ on the Korean Peninsula, which are receiving worldwide attention. Three methods were used as research for the high-end branding of Panmunjom and the surrounding DMZ. The first is the interest of prospective visitors through the travel cycle, using Joseph Campbell's "The Hero's Journey." The second was to incorporate Roland Bart's "third meaning" into the subjective travel and emotional stimulation, which is the trend of modern travel. The third introduced Kevin Lynch's theory and tried to place five elements of the path, edge, district, node and landmark in the core location of Panmunjom. Through the study, the excavation of contents in Panmunjom and the surrounding DMZ needs to be collected to a third meaning using a direct interview method that listens to the stories of related figures as well as organizing historical events. The priority should be given to those over the age of 80 and interviews should be conducted at least three times and over three generations. The process of building it into an archive, selecting a story, and then going through a culture collage and networking and branding takes place in five stages. This can create a virtuous circle of content processing, content utilization, job creation in the region and revitalizing the local economy through discovery of source stories and storytelling. Content development should be able to touch sensibility while saving time, history, place, originality and sincerity. Taking the center between tourism and travel, development and damage concerns, a careful but long-term plan and large-scale discovery of source stories should be made, and a consensus should be formed on the need for proper storytelling.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

A Study of Growth Plan and the existing designed Community Businesses in Gangwon-do - Social businesses and town businesses in Gangwon-do - (커뮤니티 비지니스 지정 현황과 발전방안 제언 - 강원도 사회적기업과 마을기업을 중심으로 -)

  • Bae, Jung Nam;Park, Roh Gook;Ji, Kyoung Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.2
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    • pp.75-82
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    • 2013
  • This study was carried out to contribute to the self-help and sustainability of grassroots business in Gangwon-do. To achieve this, after setting up the concept of community business, understanding the current designating status of community business and analyzing the business content and the business promotion system, I tried to analyze the continuing factors of businesses and shops, which are more than hundred years old, in Japan and seek a solution to the sustainability of community business in the province. The community business in the province, which is designated and operated, is like this; 86 preliminary social businesses, 62 town businesses, 38 social businesses. The total comes to 186. The preliminary social businesses and the social businesses are assigned more in urban area and the manufacturing sector and educational field have a lot of business contents. When it comes to the business promotion system, there are many incorporated companies and limited companies. While the town businesses are assigned more in county area, the agricultural food field and cultural world have a lot of business contents. When it comes to the main participant of business, the agricultural corporations took the first place overwhelmingly. Especially, I found out that the main participants of community business consist of 38 voluntary associations, which is 20.4 %, and we need to make up for the specialty deficiency in business management. In order to keep the continuity of community business in the province, we could achieve the results of manpower development through the case analysis research, securing good materials which can give the consumers confidence, increasing the quality of the products, maintaining high technical skills, keeping up the tradition of business and demanding forecasting. I think a successive research efforts will be required for securing good materials and increasing the quality of the products in tandem with the local community. And also we need to establish a supporting & operating system through the liaison between the business & academic world, business & administration, and business & business for securing a management specialty as an industrialist.

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Quality Characteristics of Mixed Makgeolli with Barley and Wheat by Fermentation Temperature (발효온도에 따른 보리와 밀 혼합막걸리의 품질 특성)

  • Shin, Dong-Sun;Jeong, Seok-Tae;Sim, Eun-Yeong;Lee, Seuk Ki;Kim, Hyun-Joo;Woo, Koan Sik;Oh, Sea-Kwan;Kim, Si-Ju;Park, Hye-Young
    • The Korean Journal of Food And Nutrition
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    • v.30 no.2
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    • pp.305-311
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    • 2017
  • This study aimed to evaluate the fermentation characteristics of mixed Makgeolli with barley and wheats under, fermentation at different temperatures (20, 25, and $30^{\circ}C$) and time (3, 6, and 9 days). The pH and sugar of mixed Makgeolli were 3.68~4.26 and $12.30{\sim}17.31^{\circ}Brix$, respectively. The total acidity showed proportionate increase with fermentation temperature and time; whereas, reducing sugar contents decreased with increasing fermentation temperature and time. The alcohol contents of mixed Makgeolli varied significantly by fermentation temperature and time (p<0.05). In terms of color values, the L value decreased with increasing fermentation temperatures, and a value increased significantly with increasing fermentation time. The number of microorganisms (yeast, total bacteria and lactic acid bacteria) in mixed Makgeolli decreased progressively with increasing fermentation temperature and time. Among the organic acids (citric, lactic, malic, and pyruvic acids) in mixed Makgeolli, citric and lactic acid was present at the highest concentrations. From these results, the optimum fermentation conditions of mixed Makgeolli with barley and wheat were $20{\sim}25^{\circ}C$ for 6 days.

A Study on Measures to Create Local Webtoon Ecosystem (지역웹툰 생태계 조성을 위한 방안 연구)

  • Choi, Sung-chun;Yoon, Ki-heon
    • Cartoon and Animation Studies
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    • s.51
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    • pp.181-201
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    • 2018
  • The cartoon industry in Korea has continued to decline due to the contraction of published comics market and decrease in the number of comic books rental stores until the 2000s when it rapidly started to experience qualitative changes and quantitative growth due to the emergence of webtoon. The market size of webtoon industry, valued at 420 billion won in 2015, is expected to grow to 880.5 billion won by 2018. Notably, most cartoonists who draw cartoon strips are using digital devices and producing scripts in data, thereby overcoming the geographical, spatial and physical limitation of contents. As a result, a favorable environment for the creation of local ecosystems is generated. While the infrastructures of human resources are steadily growing by region, cartoon industries that are supported by the government policy have shown good performance combined with factors of creative infrastructures in local areas such as webtoon experience centers, webtoon campuses and webtoon creation centers, etc. Nevertheless, it is true that cartoon infrastructures are substantially based on a capital area which leads to an imbalanced structure of cartoon industry. To see the statistics, companies of offline cartoon business in Seoul and Gyeonggi Province make up 87%, except for distribution industry. In addition, companies of online cartoon business which are situated outside of Seoul and Gyeonggi Province form merely 7.5%. Studies and research on local webtoon are inadequate. The existing studies on local webtoon usually focus on its industrial and economic values, mentioning the word "local" only sometimes. Therefore, this study looked into the current status of local webtoon of the present time for the current state of local cartoon ecosystem, middle and long-term support from the government, and an alternative in the future. Main challenges include the expansion of opportunities to enjoy cartoon cultures, the independence of cartoon infrastructure, and the settlement of regionally specialized cartoon cultures. It means that, in order to enable the cartoon ecosystem to settle down in local areas, it is vital to utilize and link basic infrastructures. Furthermore, it is necessary to consider independence and autonomy beyond the limited support by the government. Finally, webtoon should be designated as a culture, which can be a new direction of the development of local webtoon. Furthermore, desirable models should be continuously researched and studied, which are suitable for each region and connect them with regional tourism, culture and art industry. It will allow the webtoon industry to soft land in the industry. Local webtoon, which is a growth engine of regions and main contents of the fourth industrial revolution, is expected to be a momentum for the decentralization of power and reindustrialization of regions.

Quality Characteristics of Mixed Makgeolli with Barley and Wheat (보리와 밀 혼합막걸리의 품질특성)

  • Shin, Dong-Sun;Choi, Ye-Ji;Jeong, Seok-Tae;Sim, Eun-Yeong;Lee, Seuk Ki;Kim, Hyun-Joo;Woo, Koan Sik;Kim, Si-Ju;Oh, Sea-Kwan;Park, Hye-Young
    • The Korean Journal of Food And Nutrition
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    • v.29 no.4
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    • pp.565-572
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    • 2016
  • This study was conducted to evaluate the quality of barley (Huinchalssalbori) and domestic wheats (Keumkangmil, Baegjoongmil, Jogyeongmil). The pH and total acidity of mixed Makgeolli were 4.04~4.12% and 0.94~1.06%, respectively. The total acidity, sugar and alcohol contents of Makgeolli, but not pH, varied significantly by wheat cultivar (p<0.05). In terms of color values, the L-value of Baegjoongmil, a-value and b-value of Keumkangmil were highest. The reducing sugar contents was approximately 5.65~7.85 mg/mL, and those of Jogyeongmil and imported wheat were approximately 5.70 mg/mL lower. The yeast cell numbers did not differ significantly, with the exception of in the rice Makgeolli (p<0.05). Among the organic acids (citric, malic, pyruvic and lactic acids) in Makgeolli, citric acid was present at the highest concentration. Regarding the sensory characteristics of Makgeolli mixed with barley and wheat, taste and overall acceptability were highest in Baegjoongmil, and appearance and flavor were highest in Keumkangmil. The rice Makgeolli showed the lowest sensory values, with the exception of appearance. The results of this study suggest that mixing Makgeolli with barley and wheat is an expected to replace the wheat materials in the domestic wheat to be imported.

Mechanical Quality Evaluation of Rice Cultivars That Could Potentially be Used to Produce Processed Cooked Rice (주요 쌀 품종의 가공밥 이용을 위한 기계적 취반품질 평가)

  • Park, Hye-Young;Shin, Dong-Sun;Woo, Koan-Sik;Sim, Eun-Yeong;Kim, Hyun-Joo;Lee, Seuk-ki;Won, Yong-Jae;Lee, Sang-Bok;Oh, Sea-Kwan
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.61 no.3
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    • pp.145-152
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    • 2016
  • The objective of this study was to evaluate the mechanical quality of cultivars that could potentially be used to processed cooked rice. Proximate composition, amylose content, cooking quality, and the Toyo value, were higher in Jungsaenggold than in the other cultivars. The results showed that the crude protein contents of the rice cultivars were between 4.60 and 6.59%. The amylose content was the highest in the Haedam cultivar (21.36%), but was the lowest in the Jungsaenggold cultivar (17.11%). Cooking quality was the highest in the Haiami and Jungsaenggold cultivar. Texture analyzer test showed that Ilpum had the lowest hardness and highest stickiness. Significant differences in the palatability characteristics (Toyo results for glossiness quality) of the rice flour were recorded using a Toyo Meter Analyzer. Ilpum, Samkwang, Haiami and Jungsaenggold had low amylose contents and the highest Toyo values. Thus, the results of this study suggested that Jungsaenggold can be effectively used to produce processed cooked rice.

A Study on Improvement on National Legislation for Sustainable Progress of Space Development Project (우주개발사업의 지속발전을 위한 국내입법의 개선방향에 관한 연구)

  • Lee, Kang-Bin
    • The Korean Journal of Air & Space Law and Policy
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    • v.25 no.1
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    • pp.97-158
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    • 2010
  • The purpose of this paper is to research on the contents and improvement of national legislations relating to space development in Korea to make the sustainable progress of space development project in Korea. Korea has launched its first satellite KITST-1 in 1992. The National Space Committee has established "The Space Development Promotion Basic Plan" in 2007. The plan addressed the development of total 13 satellites by 2010 and the space launch vehicle by 2020, and the launch of moon exploration spaceship by 2021. Korea has built the space center at Oinarodo, Goheng Province in June 2009. In Korea the first small launch vehicle KSLV-1 was launched at the Naro Space Center in August 2009, and its second launch was made in June 2010. The United Nations has adopted five treaties relating to the development of outer space as follows : The Outer Space Treaty of 1967, the Rescue and Return Agreement of 1968, the Liability Convention of 1972, the Registration Convention of 1974, and the Moon Treaty of 1979. All five treaties has come into force. Korea has ratified the Outer Space Treaty, the Rescue and Return Agreement, the Liability Convention and the Registration Convention excepting the Moon Treaty. Most of development countries have enacted the national legislation relating to the development of our space as follows : The National Aeronautic and Space Act of 1958 and the Commercial Space Act of 1998 in the United States, Outer Space Act of 1986 in England, Establishment Act of National Space Center of 1961 in France, Canadian Space Agency Act of 1990 in Canada, Space Basic Act of 2008 in Japan, and Law on Space Activity of 1993 in Russia. There are currently three national legislations relating to space development in Korea as follows : Aerospace Industry Development Promotion Act of 1987, Outer Space Development Promotion Act of 2005, Outer Space Damage Compensation Act of 2008. The Ministry of Knowledge Economy of Korea has announced the Full Amendment Draft of Aerospace Industry Development Promotion Act in December 2009, and it's main contents are as follows : (1) Changing the title of Act into Aerospace Industry Promotion Act, (2) Newly regulating the definition of air flight test place, etc., (3) Establishment of aerospace industry basic plan, establishment of aerospace industry committee, (4) Project for promoting aerospace industry, (5) Exploration development, international joint development, (6) Cooperative research development, (7) Mutual benefit project, (8) Project for furthering basis of aerospace industry, (9) Activating cluster of aerospace industry, (10) Designation of air flight test place, etc., (11) Abolishing the designation and assistance of specific enterprise, (12) Abolishing the inspection of performance and quality. The Outer Space Development Promotion Act should be revised with regard to the following matters : (1) Overlapping problem in legal system between the Outer Space Development Promotion Act and the Aerospace industry Development promotion Act, (2) Distribution and adjustment problem of the national research development budget for space development between National Space Committee and National Science Technology Committee, (3) Consideration and preservation of environment in space development, (4) Taking the legal action and maintaining the legal system for policy and regulation relating to space development. The Outer Space Damage Compensation Act should be revised with regard to the following matters : (1) Definition of space damage and indirect damage, (2) Currency unit of limit of compensation liability, (3) Joint liability and compensation claim right of launching person of space object, (4) Establishment of Space Damage Compensation Council. In Korea, it will be possible to make a space tourism in 2013, and it is planned to introduce and operate a manned spaceship in 2013. Therefore, it is necessary to develop the policy relating to the promotion of commercial space transportation industry. Also it is necessary to make the proper maintenance of the current Aviation Law and space development-related laws and regulations for the promotion of space transportation industry in Korea.

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A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.