• Title/Summary/Keyword: contents tourism

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Effect that plan of banquet event gets in customer satisfaction and revisit (연회행사의 기획이 고객만족 및 재방문 의도에 미치는 영향)

  • Seong, Yeon
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.17 no.2
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    • pp.39-60
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    • 2006
  • This study can realize customer satisfaction by planning in the advance and progresses event to business relation employee and event host and event participation customer of banquet event and mutually between in preparation checking process understand and I wished to explain that revisit is high. Specially, customer discovered that they are more satisfied to enfilade circle when banquet event preparation, progress recognized higher quality of service by plan. Furthermore, was expose that customer satisfaction for enfilade won improves relation quality because constructs trust about enfilade circle and banquet event, and customer loyalty degree to banquet hall. These study finding is presenting suggestion point of inside marketing that can affect to Saengjone of tissue because enfilade circle satisfaction can influence in customer possession in view of plan checking for enfilade won. Therefore, studied relation that exert effect that customers who use banquet event in this study are some in contents and customer satisfaction of plan, customer revisit that is late.

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A Preliminary Study on the Tentative Plan of Leisure Program for the Elderly (노인 여가프로그램 설계를 위한 기초연구)

  • Yoon, So-Young
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.4
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    • pp.47-63
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    • 2006
  • The purpose of this study was to discuss leisure program to guarantee the leisure right of the elderly. In order to study on the change of leisure perspective and the existence of leisure need, it has based on the leisure program of the elderly in welfare institutions. It was suggested that; The contents of leisure program of the elderly would contain the change of leisure perspective, discovery of leisure need, improvement of the elderly's function(physical health, psychological satisfaction, and social relations), and development of new interest. In specific context, it was varied from the conditions and environments(space or equipment) in each institutes.

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A Study on IT Contents for Theme Road Tourism (테마로드 관광 IT 콘텐츠 개발)

  • Kim, Tae-Wook;Gwon, Ui-Jun;Kim, Gyeong-Ryeong;O, Jong-Won;Lee, Jeong-U;Kim, Hye-Seon;Kim, Min-Su;Lee, Byeong-Gwon
    • Annual Conference of KIPS
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    • 2019.10a
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    • pp.637-639
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    • 2019
  • 최근 관광산업은 AI, 빅데이터, IoT, 증강현실 등 4 차 산업혁명 관련 기술이 활용을 활용하여 관광산업 활성화를 도모하고 있다. 모바일 애플리케이션을 통한 개인 맞춤형 서비스가 다수 개발되고 있으나, 낙후된 지역사회 관광지에는 아직까지 테마로드 같은 콘텐츠 개발이 미비한 상황이다. 이에 본 연구에서는 QR 코드, 블루투스, 비콘 등의 기술을 기반으로 사용자가 쉽게 이용할 수 있는 위치 기반 서비스 알고리즘을 개발하고자 하며 이를 통해 침체된 구도시의 관광객 유치와 관람객들이 재미있게 활용할 수 있는 테마로드 콘텐츠를 제공하고자 한다.

Development of Interpretive Program for Taean Haebyeongil Course 5 by Applying Geotourism (지오투어리즘을 적용한 태안해변길 제 5코스 탐방프로그램 개발)

  • Kim, Do-Hui;JANG, Dong-Ho
    • Journal of The Geomorphological Association of Korea
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    • v.24 no.4
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    • pp.117-129
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    • 2017
  • This study is to develop a Geotourism program focused on Taean Haebyeongil course 5 (coastal walkway) and to introduce an explanation board to revitalize an effective Geotourism program of the Taeanhaean National Park. Generally Geotourism program is developed by analyzing topography, geology and cultural resources of the Taean Haebyeongil course 5. An explanation board, which is revitalizing an effective Geotourism program can be used when explaining each trekking courses and providing information about observable geological features to the visitors. This study suggested a new method of explaining geological features and cultural resources to visitors of the Taeanhaean National Park. Additionally, developing a new program of Taean Haebyeongil, is believed to provide a diversity of locational contents to visitors. Hopefully this new program will boost the tourism business of Taean Haebyeongil.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

The Application of User-based Sports Matching System using Customer Satisfaction and Loyalty Analysis for Sports Event Contents

  • Yu, Kyung-Mi;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.325-331
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    • 2022
  • As the perception of sports activities changes positively, the desire and popularity for sports activities are rapidly increasing. Therefore, the popularity of sporting events is also increasing. Previous studies on sporting events have focused only on research in the field of social sciences. Therefore, in this study, in order to increase customer satisfaction and customer loyalty of sports event visitors, they were classified into challenge factors, competition factors, achievement factors, and relationship factors, and their effects on satisfaction and loyalty were studied and analyzed. And based on the research design model and empirical analysis, a user-based sports event matching system was proposed.

The Impact of Franchise Education on Corporate Performance and CEO Competency

  • Jun-Young Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.24-31
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    • 2023
  • The purpose of this paper is to divide franchise education and restaurant education programs into three factors: educational content, educational techniques, and educational environment. After completing the franchise curriculum, we will identify what educational programs affect corporate performance and CEO's capabilities. A total of 99 copies were used as statistical analysis data by conducting a survey of those who completed the training from May 01 to May 15, 2023. The survey used the Likert 5-point scale, and for data analysis, hypothesis verification was conducted using frequency analysis, demographic analysis, and reliability analysis using SPSS23. As a result, it was confirmed that all three factors of franchise education are factors that affect performance and competency. Therefore, among franchise education programs, it is necessary to be faithful to the contents of education, use appropriate educational techniques, and prepare an educational environment well.

A Study on the Vitalization Plan of Local Tourism and Corona Blue Alleviation by Using the Electronic Access Register (KI-Pass) System (전자출입명부(KI-Pass) 시스템을 활용한 코로나 블루 해소 및 지방관광 활성화 방안에 대한 연구)

  • Jeong, Ki-hyeok;Han, Wool
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.75-77
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    • 2020
  • 코로나19로 사회적 거리두기가 지속되면서 코로나 블루를 적절히 해소하는 방안 또한 새로운 사회적 무제로 대두되었다. 이에 본 연구는 전자출입명부 시스템을 활용하여 안전하게 지역을 관광할 수 있는 방안을 제시하였다. 구체적으로 QR코드에 기록된 정보를 바탕으로 지역별로 방문한 관광객의 숫자를 공유하여 지역별 방문인구를 파악할 수 있도록 하였다. 이를 통해 관광객은 밀집된 공간을 피하며 방역지침을 준수하면서도, 다양한 지역을 방문하며 코로나 블루를 해소할 수 있을 것이다.

A Study on the Digital Content Development of Korean Kimchi Culture (한국 김치문화의 디지털 콘텐츠 개발에 관한 연구)

  • Kim, Je-Joong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.105-114
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    • 2005
  • With the upcoming Digital age, it is time to develop digitalized contents based on cultural basis. in this respect, Kimchi is one of the most primal cultural content signifying Korean culture. It's no doubt the time to initiate the movement to digitalize the contents concerning Kimchi by gathering materials on the origin of Kimchi culturally and a great value to revive digital contents regarding Kimchi. Therefore, in this research, it is regarded that Kimchi is one of the most prominent cultural value that is possible to inherit from generations and should be stratified on the database. A method explaning Korean Kimchi culture is sought in this paper. And It is focused on the culture of Korean Kimchi profoundly and focus on detailed context and varied styles of he digital contents. It is organized on the basis of various aged volumes regarding Kimchi classified by seasons, ingredients, Jonga Kimchi (Kimchi inherited from the oldest family by generations), 24 seasonal divisions of the year, and 8 regional divisions of the nation. It is planned to set up digitally-focused library regarding cultural origin of contents and to present solidity and a feeling of being dynamic The results could be used in a variety of Industries in tourism, education, Kimchi and building basic infrastructure in entertainment industry. It is also applied to specialized industry by providing cultural contents and it could contribute to activation of Kimchi industry with e-Market and portal site regarding Kimchi. Moreover, it may re-establish the cultural value of Kimchi and provide the infrastructure in Kimchi-related industry such as Kimchi cyber museum, Kimchi Expo, Kimchi town by using educational materials in Education industry fields (regular curriculum and experience tour).

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