• Title/Summary/Keyword: Tourism Related Media Content

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Experience Type Applications by the Behavior of Food-Content Creators

  • Yu, Chaelin;Ryu, Gihwan;Moon, Seok-Jae;Yoo, Kyoungmi
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.247-253
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    • 2020
  • It has emerged Food-content among various forms of 1-person media through social media. Food-content influencer also market products through 1-person media, generating revenue through increased views and subscribers of 1-person media. It also sells products through sponsorship. In general, there is a profit structure through 1-person media viewing, but research on how restaurant companies generate profits directly through food-content is insufficient. In addition, research on converting subscribers to consumers through food-contents is minimal. In this paper, we propose an experiential application system based on the behavior of food-content creators. The proposed system collects and categorizes food-content information, and maps between highly related words to organize into keyword categories. The ontology tag-based concept network applied to the proposed system connects representative information by pre-extracting/mapping information related to information requests among a wide range of data. This method maps relevant food-content information to provide the user with data collected/storage in the form of an application. The user uses the application while watching the food eaten by the influencer and creator. And, it is meaningful that the user could be provided is provided with information about the food they want to eat.

Analyzing trends in cultural contents tourism using big data

  • Youn-hee Choi;Sang-Hak Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.326-331
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    • 2023
  • Korea's cultural content industry can develop into another unique tourism industry. However, since other prior studies focus on the Japanese content industry, this study identifies modern industrial trends by combining the unique characteristics of Korean content, that is, cultural content tourism, and the analysis ability of big data. The current status and direction of the cultural content tourism industry were studied by utilizing the extensive information collection and in-depth analysis capabilities of big data, and as a result, it was confirmed that the trend of the cultural content industry is related to the business aspect of cultural content, not the pure content interest of cultural content. This shows that Korean cultural contents have a strong business aspect. As a limitation, when research design was conducted using social media big data, the age, gender, etc. of the subject analyzed with unique anonymity could not be known. The Korean cultural content industry is expected to be successful in terms of business.

Content Analysis of Newspapers' Travel News (신문의 관광보도 내용분석)

  • Park, Jowon
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.68-78
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    • 2014
  • Recently, media's attention to tourism is enhanced, and the proportion of tourism related content is increasing. Hence, the present study performed a content analysis of the travel news stories in major Korean newspapers to figure out the current state of travel journalism. A rotation sampling method was employed, and 53 days in 2013 were selected. Main coding categories were type, theme, and writer of the news stories and the degree of promotional information in the news stories. Differences among newspapers and the degree of inclusion of the promotional information according to news types and themes were analyzed. Analyses revealed the differences among newspapers and the degree of inclusion of promotional information was different according to the news types and themes. On the basis of the findings, problems of the travel journalism were identified, and possible measures to solve the problems were discussed.

A study on Korean tourism trends using social big data -Focusing on sentiment analysis- (소셜 빅데이터를 활용한 한국관광 트렌드에 관한연구 -감성분석을 중심으로-)

  • Youn-hee Choi;Kyoung-mi Yoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.97-109
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    • 2024
  • In the field of domestic tourism, tourism trend analysis of tourism consumers, both international tourists and domestic tourists, is essential not only for the Korean tourism market but also for local and governmental tourism policy makers. e will explore the keywords and sentiment analysis on social media to establish a marketing strategy plan and revitalize the domestic tourism industry through communication and information from tourism consumers. This study utilized TEXTOM 6.0 to analyze recent trends in Korean tourism. Data was collected from September 31, 2022, to August 31, 2023, using 'Korean tourism' and 'domestic tourism' as keywords, targeting blogs, cafes, and news provided by Naver, Daum, and Google. Through text mining, 100 key words and TF-IDF were extracted in order of frequency, and then CONCOR analysis and sentiment analysis were conducted. For Korean tourism keywords, words related to tourist destinations, travel companions and behaviors, tourism motivations and experiences, accommodation types, tourist information, and emotional connections ranked high. The results of the CONCOR analysis were categorized into five clusters related to tourist destinations, tourist information, tourist activities/experiences, tourism motivation/content, and inbound related. Finally, the sentiment analysis showed a high level of positive documents and vocabulary. This study analyzes the rapidly changing trends of Korean tourism through text mining on Korean tourism and is expected to provide meaningful data to promote domestic tourism not only for Koreans but also for foreigners visiting Korea.

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

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.

Musical Identity Online: A "Netnographic" Perspective of Online Communities

  • Strubel, Jessica;Pookulangara, Sanjukta;Murray, Amber
    • International Journal of Costume and Fashion
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    • v.13 no.2
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    • pp.15-29
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    • 2013
  • Today's technology enables consumers to trade millions of dollars, conduct online banking, access entertainment, and do countless other activities at the click of a button. Online social networks (OSN) have become a cultural phenomenon that allows for individualistic consumerism. Consumers are increasingly utilizing OSN to share ideas, build communities, and contact fellow consumers who are similar to themselves. The relevance of online communities to the music is immense especially because musicians are now using social media to build global audiences. Not only is information about music and performance disseminated online, but musical commodities are sold and traded online. Online music communities allow consumers to elect and create new identities online through the purchase of subcultural commodities. Given the growing economic importance of online music communities it is important to get a holistic view of subcultural communities online. This study utilized content analysis of online music community websites using the Netnography methodology as developed by Kozinet for data collection to analyze consumers' purchasing and consumption behavior of subcultural commodities online as related to the formation of subcultural identities. Findings showed that subcultural items are predominantly purchased online, especially digital music, and there is a need for more custom craft items. The authors presented a new conceptual taxonomy of online subcultural consumer classifications based on online behavior patterns.

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.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.