• Title/Summary/Keyword: contents tourism

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Customers' Brand Attitude and Purchase Intention Formation Process by Advertising Execution Types - A Korean Coffee Shop Case (커피전문점의 광고실행 유형이 고객의 상표태도 및 구매의도 형성과정에 미치는 영향)

  • Chung, Hyunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.866-876
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    • 2013
  • For the purpose of creating or maintaining a favorable customers' attitude tourism service firms use an advertising as a communication tool by changing ad-execution formats. Affective or informational ad-executions are normally applied for the service industry. In this study ad-attitude, products attitude, and purchase intention are tested whether the variables would be influenced by the ad-execution formats. As the result the study found that Ad-attitude influenced on product attitude but not on purchase intentions in the affective ad-execution format, whereas the Ad-attitude influenced both on product attitude and purchase intentions.

An Improvement of the Method of Transition Tile in the Texture Splatting for Game Terrain (텍스쳐 스플레팅 방식에서의 게임 지형 표현을 위한 전이타일의 표현 방법 개선)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.57-64
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    • 2010
  • Method of making 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.

System Realization of Whale Sound Reconstruction (고래 사운드 재생 시스템 구현)

  • Chong, Ui-Pil;Jeon, Seo-Yun;Hong, Jeong-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.3
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    • pp.145-150
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    • 2019
  • We develop the system realization of whale sound reconstruction by inverse MFCC algorithm with the weighted L2-norm minimization techniques. The output products from this research will contribute to the whale tourism and multimedia content industry by combining whale sound contents with the prototype of 3D printing. First of all, we develop the softwares for generating whale sounds and install them into Raspberry Pi hardware and fasten them inside a 3D printed whale. The languages used in the development of this system are the C++ for whale-sounding classification, MATLAB and Python for whale-sounding playback algorithm, and Rhino 6 for 3D printing.

Study on Agenda-Setting Structure between SNS and News: Focusing on Application of Network Agenda-Setting

  • Kweon, Sang-Hee;Go, Taeseong;Kang, Bo-young;Cha, Min-Kyung;Kim, Se-Jin;Kweon, Hea-Ji
    • International Journal of Contents
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    • v.15 no.1
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    • pp.10-24
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    • 2019
  • This study applied network agenda-setting theory to analyze the impact of the agenda-setting function of the media on certain issues by focusing on the agenda at the center of controversy, 'Creative Economy'. To this end, the study extracted the data referred to creative economy in the media and SNS from 1 January 2008 to 31 December 2014, and analyzed the data using the network analysis program UCINET and the Korean language analysis program Textom. The results of the present study show that, during the period under former President Lee (2008-2011), the media's creative economy agenda-setting function did not exert a significant impact on the agenda-setting within SNS. However, from 2012 when the government of former President Park Geun-hye had started, the agenda-setting function of the media starts to show increasingly strong influence on the agenda cognition in SNS. The central words and sub-words configuration forming the center of the semantic network moved in the direction of a high correlation, in addition to the gradually increasing correlation based on QAP correlation analysis. In 2014, the semantic networks of the media and SNS bore a close resemblance to each other, while the shape of networks and sub-words structure also had a high level of similarity.

Implementation and Feasibility Test of the Mixed Reality Service Platform for Application of Architectural Field (건축분야 활용을 위한 MR콘텐츠 서비스플랫폼 구현)

  • Ahn, Kil-Jae;Ko, Dae-Sik
    • The Journal of Korean Institute of Information Technology
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    • v.17 no.1
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    • pp.149-156
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    • 2019
  • Mixed reality technology (MR) has become one of the fourth industrial revolution element technologies. MR technology has been widely applied not only as a digital contents industry but also in the fields of architecture, tourism, medical field, and education. In this paper, we propose a collaborative service platform for architectural applications that inter-operate with heterogeneous devices such as MR device, PC and mobile, and develop prototype system and verify it. As a result, the 3D model using the skp extension, which is mainly used in architecture design office, was created by using developed prototype system and generate the MR contents for the hololens, which is the MR device, and the conversion time and normal operation were confirmed.

Physicochemical Characteristics of Jujube Concentrates Prepared by Boiling (가열처리한 대추 농축액의 물리화학적 특성)

  • Park, Byung-Hak;Chae, Kyung-Yeon;Hong, Jin-Sook
    • Journal of the East Asian Society of Dietary Life
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    • v.18 no.2
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    • pp.190-197
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    • 2008
  • The aim of this study was to determine the optimal cooking conditions in preparing jujube concentrates using various boiling times (5, 10, 15, 20 hours). The moisture contents of the concentrate samples ranged from 38.86 to 42.36%. Crude protein content was highest in the 15 hr-boiled concentrate, crude fat was highest in the 20 hr-boiled concentrate and both the 15 and 20 hr boiled concentrates had high crude fiber contents. There were no differences in color L- and a-values by boiling time; however, the b-value decreased with increasing boiling time. The pH levels of the concentrates ranged from 5.24 to 5.27, and the brix level increased with increasing boiling time. Glucose was the primary of free sugar in the concentrates and its highest level was 102.3 ${\mu}M$ in the 20 hr-boiled concentrate. The 15 hr-boiled concentrate had the highest electron donating ability to 46.68%. The total polyphenol contents of the concentrates ranged from 21.53 to 24.56%, in which the 15-boiled concentrate had the highest level (24.56%). In the sensory evaluation, the 15-hr-boiled concentrate again performed well, showing the highest overall acceptability scores. From these results, 15 hrs was the optimal boiling time for preparing jujube concentrate in terms of obtaining functional compounds and overall product acceptability.

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Augmented Reality exhibition content implemented using Project Tango (프로젝트 탱고 기반의 증강현실 전시 콘텐츠 구현)

  • Kim, Ji-seong;Lee, Dong-cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2312-2317
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    • 2017
  • Museums are converging with digital technology to convey information to viewers in various ways. Augmented reality technology enhances virtual objects seamlessly in the real world, and provides a high sense of immersion and realism because it can use various senses of users in combination with information providing role of exhibits. However, the location-based augmented reality may cause the inaccurate registration of the virtual object with the real world due to the error of the GPS information, and the vision-based augmented reality can be enhanced at the position where the marker is placed. To solve this problem, we implemented the exhibition contents that interact with the real world by using the developed project tango. The exhibited contents were based on Lenovo Phab 2 Pro and Project Tango SDK in Unity 3D. Visitors were able to improve immersion and realism in exhibition contents, and it would be able to combine with various exhibition fields such as shopping malls as well as museums.

Utilization of Hamel's Cultural Contents based on Placeness (장소성에 입각한 하멜의 문화콘텐츠 자원화)

  • Choi, Souk
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.137-146
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    • 2008
  • The establishment of differentiated place image is becoming more important as a cultural tourism development policy in order to secure regional identity and boost regional economy. Place marketing strategies using culturally and historically differentiated regional places is very valuable as part of a regional development strategy to strengthen regional competitiveness. To construct place image as a differentiated brand, place image positioning suitable for a specific place and region needs to be established and comprehensive marketing strategies are required to generate various synergy effects. Based on existing theories and discussions regarding place and place marketing, this study is aimed at seeking for possibility as a cultural activity space and its more efficient use plans by selecting a region which has historical and cultural backgrounds and assets about Hamel's drift and stay. For these purposes, this study investigated historical and cultural backgrounds through a case study and made suggestions about brand making and place image promotion. In addition, this study aimed to examine efficient plans and utilization possibility for comprehensive image construction.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

A Study on the Development of the Goals and Contents System of Healthy Dietary Education Program for After-School Care in Lower Grade in Elementary School (초등 저학년 돌봄 교실 건강식생활 교육프로그램의 목표 및 내용체계 개발 연구)

  • Kim, Jung-Hyun;Lee, Myoung Hee;Park, Okjin;Choi, Kyung Sook
    • Korean Journal of Community Nutrition
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    • v.24 no.1
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    • pp.24-37
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    • 2019
  • Objectives: The study purpose is to develop a content system for a healthy dietary education program for after-school care in lower grade in elementary school. Methods: The contents of healthy dietary education in the 2015 revised curriculum and textbooks and the major education programs related to dietary life that are currently used in elementary school education were analyzed. Focus group interviews were held with field experts related to lower grade in elementary care class. Accordingly, the structuring of the education area and the detailed education contents were systematized. Results: From the analysis results, the contents of curriculum, textbook, and administrative department were classified as hygiene safety, health, and culture. The goal of the educational content system was divided into three areas: nutritional dietary life, food hygiene and health, and food culture. The subjects consisted of dietary balance, healthy body weight, digestion and absorption, food hygiene, Korean agricultural products, traditional food, and table manners. The curriculum was composed of 12 content elements. Conclusions: In order to ensure that after-school care students can grow into healthy, growth-oriented and creative talents, the role of the caring guide is important, and associated guidelines are needed in the future.