• Title/Summary/Keyword: Visiting Intention

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A Statistical Analysis and Satisfactions Investigation of Visitors at the Goseong Dinosaur Museum (고성 공룡 박물관의 관람객 통계 분석과 만족도 조사)

  • Lim, Naghyeon;Kim, Kyung Soo;Kim, Tae Young;Kwak, Kwon Hee;Kim, Tae Hyeong;Lim, Jong Deock
    • Journal of the Korean earth science society
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    • v.38 no.7
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    • pp.581-597
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    • 2017
  • In this study, we conducted a statistical analysis to see how visitors were satisfied through experiences at the Goseong Dinosaur Museum, which is a representative natural history museum in the Republic of Korea. As a result, during the last 10 years (2005-2014) the total number of visitors to the Goseong Dinosaur Museum was more than 3,410,000 persons. The maximum- and minimum number of visitors per year was more than 440,000 and 300,000 persons, respectively. The annual average number was more than ca. 340,000 persons. Among the visitors, the number of individual visitors was more than 2,800,000 persons (82.0%) and the number of group visitors was about 610,000 persons (18.0%). As a result of the monthly visitor analysis, the maximum number of visitors was about 530,000 persons in August while the minimum number of visitors was about 140,000 persons in February. The visiting patterns of the individual and group visitors were different. There were the largest number of the individual visitors in August and the smallest number of them in December, whereas the largest number of the group visitors in October and the smallest number of them in February. The visitor's residence was generally proportional to the geographical accessibility and the number of people in their residence. The results showed that the degree of visitor's satisfaction using Likert scale was relatively high with the score of 4.1. However, the visitors recommended that some facilities should be improved. Regarding the number of visits and the intention of revisit, 102 persons (53.1%) of 192 made a visit to the museum more than two times, and 178 persons (89.9%) of 198 visitors would like to visit the museum again. It is recommended that the results of this study be used in developing a long term-plan or for the Goseong Dinosaur Museum.

A Study on the recognition and Attitude of Home Health Nursing System (가정간호사 제도에 대한 인식 및 태도 조사연구)

  • Lee Sung Ja
    • Journal of Korean Public Health Nursing
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    • v.12 no.1
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    • pp.132-146
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    • 1998
  • This Study was attempted to provide the basic data necessary in the development and introduction of Home Health Nursing System by investigating the recognition and attitude level of Home Health Nursing System. The data were collected by means of questionaires presented to 74 patients who had been admitted in C general hospital in Chon Ju, from June 30, 1997. As the tool for this study, the questionares developed by Kim Yong. Soon, et al (1990) and Han Bok Hee(1993) were modified and supplemented for the aim of this study. The computer was used for data analysis. The items about the charateristics of the subjects and the attitude to the management plan of Home Health Nursing System were represented as the frequency and percentage. The standard deviation and calculation average were produced on the items related to definition, recognition, necessity, expected effect of the attitude of Home Health Nursing System and the items related to admission. The ANOVA test was .used according to the characteristics of variables to analyze the necessity and difference of Home Health Nursing System. The results of this study were as follows 1) The general characteristics of the subjects were as follows ; for sex, man, $58.1\%$ ; for age, 50-59 years, $29.7\%$ ; for the level of education, high school, $51.4\%$ ; $79.7\%$ of them were married; for the family forms, small family, $73.0\%$ ; and $68.9\%$ of them take the monthly income over 100 million won. 2) The characteristics related to admissions of the subjects were as follows ; for clinic, surgical department, $78.4\%$ ; addmission not more then 7days, $47.3\%$ ; for the operation-performance $71.6\%$ of them were experienced; for the admission route, via outpatients clinic, $54.1\%$ ; for waiting period to the admission day, 1-2 days, $71.6\%$. 3) The difficulties comming from the hospitalization were related mostly to the factor that they felt hospital life more inconvenient than home.(3.66) The reasons for the difficulties in the admission which was due to insufficient beds in the hospital was related to the concentration to the general hospital because of 'The Whole National Medical Insurance System'(4.05). 4) On the previous informations about the Home Health Nursing System, those who have heard of only the name were 42 $(56.8\%)$, and on the recognition of it, they thought that it is periodic treatment by the licenced nurses for the recovering pateints after early discharge(3.73). On the attitude about the necessity of Home Health Nursing System, they thought that it is necessary because of the increasing trend of a psychological disease by the change of environment and complexity of the social structure(4.24). On the expected effect of Home Health Nursing System, they answered that it is convinient for the family of the patient to take care of them(4.l8). 5) On the attitude to the management plan of the Home Health Nursing System, those who had intention to participate in the system in the case of systemic support were 42(56.8). In the visiting time, 'visit periodically' and 'visit when the patient needs' were $28(37.8\%)$ respectively. For the application of medical insurance, if possoble, they will use $(91.9\%)$; for the method of payment for the treatment, 'pay by the time required' was $23(31.1\%)$, for the subject of management, 'National public institute must operate' was $33(44.6\%)$. 6) The relationship between the general characteristics of the subjects and the necessity of Home Health Nursing System showed the notable difference in the age (F=3.508, P<0.05) and marrage state (F=5.402, P<.023).

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Design of Deep Learning-based Tourism Recommendation System Based on Perceived Value and Behavior in Intelligent Cloud Environment (지능형 클라우드 환경에서 지각된 가치 및 행동의도를 적용한 딥러닝 기반의 관광추천시스템 설계)

  • Moon, Seok-Jae;Yoo, Kyoung-Mi
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.473-483
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    • 2020
  • This paper proposes a tourism recommendation system in intelligent cloud environment using information of tourist behavior applied with perceived value. This proposed system applied tourist information and empirical analysis information that reflected the perceptual value of tourists in their behavior to the tourism recommendation system using wide and deep learning technology. This proposal system was applied to the tourism recommendation system by collecting and analyzing various tourist information that can be collected and analyzing the values that tourists were usually aware of and the intentions of people's behavior. It provides empirical information by analyzing and mapping the association of tourism information, perceived value and behavior to tourism platforms in various fields that have been used. In addition, the tourism recommendation system using wide and deep learning technology, which can achieve both memorization and generalization in one model by learning linear model components and neural only components together, and the method of pipeline operation was presented. As a result of applying wide and deep learning model, the recommendation system presented in this paper showed that the app subscription rate on the visiting page of the tourism-related app store increased by 3.9% compared to the control group, and the other 1% group applied a model using only the same variables and only the deep side of the neural network structure, resulting in a 1% increase in subscription rate compared to the model using only the deep side. In addition, by measuring the area (AUC) below the receiver operating characteristic curve for the dataset, offline AUC was also derived that the wide-and-deep learning model was somewhat higher, but more influential in online traffic.

A Study on the Intake and Satisfaction Levels of Busan Foods among Chinese Tourists (중국 관광객의 부산음식의 섭취현황 및 만족도에 관한 연구)

  • Lim, Yaung-Iee;Lee, Jong-Hyeon;Kim, Young-Joo;Jeong, Ji-Kang;Kim, Sin-Jeong;Park, Kun-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.42 no.9
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    • pp.1492-1498
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    • 2013
  • This study was conducted to evaluate the intake of food and degree of satisfaction of services among Chinese tourists in the restaurants in Busan. The choice of what these tourists would eat after touring Busan was also determined. We chose 100 independent Chinese tourists visiting Busan for this study. Students, housewives, highly educated people, and people who visited once or twice were predominant among our study subjects. The Chinese tourists chose the following Busan local foods during their visit: Saengseonhoe (19%), Haemultang (19%), Oribulgogi (17%), Dwaejigukbap (12%), and Dongrae Pajeon (11%). The tourists responded that they would like to eat Bulgogi, Samgyeopsal, Bibimbap, Doenjangjjigae, and Dwaejigalbi again if they revisit Busan, indicating that they prefer general Korean food rather than Busan local food. The degree of satisfaction of Chinese tourists with Busan food was low and their response showed they were not satisfied with the prices and the amount of food served. Services (kindness, cleanliness) in Busan restaurants ranked high in the opinion of Chinese tourists. Of all the courses included in their tour of Busan, shopping for items received the highest score of satisfaction (44%), while food in Busan earned the lowest (10%). As regards intention to revisit Busan, 38% of the Chinese tourists answered yes, and 61% were unsure, and 1% was no. Our survey results indicate that restaurants in Busan city need to prepare food of choice for Chinese tourists and also make an effort to raise satisfaction on the cost and amounts of Busan foods.

A Comparative Study on Travelers' Online Travel Agency(OTA) selection attributes and revisit selection attributes (여행자의 온라인여행사(OTA) 선택속성과 재방문 시 선택속성에 관한 비교연구)

  • Yang, Chan-Yeol
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.175-193
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    • 2018
  • As a new type of business model in the market competition situation of tour companies, this study has developed to the online form of the travel industry to the business form which is the combination of the electronic commerce function and the mobile service process in the provision of the simple web-site, This study explores the difficulties of change for the development of the travel industry from the point of view that recognition is not a simple marketing strategy diversification means but a change of recognition as a business model for expanding new markets or creating new markets. The factors affecting the choice of online travel agent (OTA) and the factors that influence the choice of online travel agency were analyzed. Were used for the empirical survey. The purpose of this study is to investigate the factors influencing the choice of online travel agents who have experience with or experience using online travel agency (OTA), what factors are important to them, and how they differ in importance when visiting again. The results of this study are as follows: First, there was a significant difference between the first and second visitors of online travel agencies. The results of this study were as follows: Attitude toward resolving complaints, convenience of change and cancellation, delivery of tickets and documents, convenience of complaints, The emphasis should be on establishing and strengthening service environments such as the speed of updating the latest information, the simplicity of the booking procedure, the degree of satisfaction of the past, the ability of employees to handle their work, the safety of various payment methods and settlement, The results of this study are as follows: First, the satisfaction of the online travel agency is influenced by the selection factors of the selected online tour agency, and the A/S such as the convenience of prompt delivery, Environmental factors contributed to satisfaction. It is suggested that the systematic service structure such as customer satisfaction and ease of use is a necessary marketing strategy for survival and development of online travel agencies. It is suggested that the marketing concentration strategy with the first visitors as the target market is effective and this is a part of the marketing strategy for the survival of online travel agencies.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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