• 제목/요약/키워드: Tourism Industry

Search Result 1,199, Processing Time 0.029 seconds

A Study on the Influence of Youth Employment Education Characteristics on Job Seeking Activities through Learning Motivation

  • Lee, Sin-Bok;Park, Chanuk
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.216-225
    • /
    • 2020
  • The purpose of the youth employment academy is to resolve the occurrence of job miss matches due to college curriculum, which are far from the demand of industrial field. Despite the government's efforts, college students' willingness to get a job has been on the decline recently, making it also important to improve their will to get a job or desire to achieve a job, in addition to delivering expertise to job seekers. Therefore, this study investigated to identify the learning environment characteristics of the youth employment academy and examine which of these factors could improve the performance of job seeking activities by encouraging learning motivation. Therefore, significant implications could be derived through combining the field factors with theory and hypothesis verification.

The relationship between job characteristics and incremental innovation, and the moderating effect of tenure (직무특성이 점진적 혁신에 미치는 효과 및 재직기간의 조절효과)

  • Ahn, Kwan-Young;Hong, Kwang-Hee
    • Journal of the Korea Safety Management & Science
    • /
    • v.13 no.1
    • /
    • pp.167-173
    • /
    • 2011
  • This paper reviewed the relationship between job characteristics and incremental innovation, and the moderating effect of tenure. The results of multiple regression analysis, based on the responses from 241 employees in service industry, showed that job variety, identity, importance, autonomy and feedback have positive relationships with incremental innovation. In moderating effects, tenure interacts with variety and identity to have positive effects on incremental innovation, but tenure interacts with job importance, autonomy and feedback to have negative effects on incremental innovation.

Facebook Me Right: Needs-Based Segmentation of Facebook Brand Page Users

  • Lee, Kiwon;Lim, Heejin
    • Fashion, Industry and Education
    • /
    • v.15 no.1
    • /
    • pp.12-28
    • /
    • 2017
  • In the era of social media, marketers have struggled to understand and serve participants' diverse and multifaceted needs in a novel form of online brand community in the social-networking sites such as Facebook. Thus, this study identifies different groups of participants affiliated with Facebook brand pages based on their needs for brand connection. The need-based segments are validated by comparing results across foodservice and consumer goods. Results of cluster analysis reveal three distinct segments (i.e., residents, lurkers, and peepers) based on participants' functional, experiential, and incentive needs. Results of multivariate analysis of variance illustrate significant differences in relational tendencies for a brand of interest among these three groups. The three groups are profiled based on participants' engagement level. Findings of this study are expected to help marketers better understand the needs of diverse participants in their SNS-embedded brand community so they can develop tailored communication strategies for targeted groups.

A Study on Design Development for Wooden Cultural Products by Using the Ultramodern Digital M/C (첨단디지털 장비를 활용한 목문화상품 디자인개발연구)

  • 곽우섭
    • Journal of the Korea Furniture Society
    • /
    • v.13 no.2
    • /
    • pp.39-52
    • /
    • 2002
  • The twenty-first century is era of cultural infrastructure during which cultural and economic power is greater than any other era in the fast, For this reason, all the countries in the world recognize that it is more important than any other things to plan to establish a structure which is suitable to the real conditions of a region in order to efficiently manage or operate their cultural environment. in particular, they think it is urgent that they should contrive to develop Their regional industries with new information media, introduction and spread of the up-to-date technique of design. However, our regional related industries very difficulty for the moment for them to apply new designing technique or to settle technical bottlenecks themselves. Accordingly, in order to resolve such a structural point at issue, this study has carried the newly designed and developed, 18 wooden, cultural craft items that were Produced by utilizing the ultramodern digital M/C installed at TIDIC (Tourism Industry Design Innovation Center in Kwangju University), it would contribute to achieve some global cultural products.

  • PDF

A Study of Organizational Culture Types, LMX and Management Performance in the Hotel Industry (호텔기업의 조직문화 유형별 LMX와 경영성과에 관한 연구)

  • Shim, Hongbo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.371-372
    • /
    • 2018
  • 본 연구는 호텔기업의 조직문화 유형별 LMX와 경영성과에 관한 연구로 호텔기업에서의 조직문화 유형에 따라 LMX(Leader-Member Exchange) 상사와 구성원(종사원)과의 차이가 있는지를 검증하고, 조직문화 유형에 따라 경영성과에 어떠한 차이가 있는지를 검증하고 마지막으로 조직문화 유형별(관계지향, 위계지향, 혁신지향, 과업지향) LMX가 경영성과에 어떠한 영향을 미치는지를 검증하고자 한다. 본 연구의 목적을 효율적으로 달성하기 위하여 문헌적 연구방법(documentary study)와 실증적 연구방법(empirical)을 병행하였다. 회수된 설문지를 분석하여 호텔기업의 조직문화 유형별 LMX와 경영성과에 대한 방향과 시사점, 개선방안을 제시하고 한다.

  • PDF

An Empirical Study on Revenue Creation Factor in Internet Industry (인터넷산업의 유료화를 통한 수익 창출 요인에 관한 실증적 연구)

  • Lee Dong-Cheol;Kim Min-Cheol;Kang Gil-Bong
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.27 no.4
    • /
    • pp.105-109
    • /
    • 2004
  • The purpose of this paper is to examine the empirical analysis for charging factors and the evaluation models of internet site. Thus this is to analyze the revenue creation factors affecting the customer satisfaction of tourism information sites in the Internet. Based on the regression model applied to a customer survey, this study shows that among the characteristics of the site, technical factor and community factor have the most significant effect on charging factor and customer satisfaction.

Knowledge Sharing and Utilization Effects on Corporate Performance for Project Groups-Focus on ICT companies in Korea

  • Lee, Won-Hee;Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.6
    • /
    • pp.211-216
    • /
    • 2019
  • Knowledge sharing is safe to say that we have already embarked on knowledge-based global economy where knowledge is a decisive factor in global competition for corporations. So in the age of knowledge-based management, it is how we use knowledge that decides success or failure for corporations and the competitiveness of their countries at large as well. We did this research with the help of those who were working in ICT industry including manufacturing, tourism, and others. In this research, we looked into how project participants, organizational characteristic, and relational characteristic affect knowledge sharing and utilization, and what are the factors that have positive effects on corporate success. And all the factors presented in the research are found to have positive effects on the knowledge sharing and utilization. The factors appeared to have positive effects starting with project at first and then on corporate success at large.

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.

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.