• Title/Summary/Keyword: food tourism

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An Analysis on Brand Awareness of Western-style Family Restaurants (서양식 패밀리 레스토랑의 브랜드 인지도에 관한 분석)

  • Kim, Yung-Chan
    • Culinary science and hospitality research
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    • v.13 no.4
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    • pp.31-44
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    • 2007
  • The verified results of this study on the selected study assignments are as follows: Brand awareness of the western-style family restaurants in both study assignment One and Two is examined by showing and comparing the restaurants ranked from first to third. The ranking is based on the survey response rate only. And the familiarity of family restaurants' logos is investigated by statistical techniques such as T-test Anova, Duncan's Multiple Range Test, etc. Firstly, the analytical result of study assignment One shows that the brand awareness of the family restaurants can vary depending on how often customers use the restaurants. Secondly, the analytical result of study assignment Two shows that the familiarity and the preference of the restaurants ranked from first to third are identical each other depending on customers' sex, marital status, and income. Besides, the result shows that the brand awareness shows different rankings depending on customers' age, educational background, and occupation. Thirdly, the analytical result of study assignment Three indicates that the familiarity is different depending on customers' age, educational background, occupation, and annual income.

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HMR Selection Attributes in Large Discount Stores by Using Revised IPA (수정 IPA를 활용한 대형 마트의 HMR 선택속성에 관한 연구)

  • Lee, Eun-Yong;Jeon, Yu-Jung
    • Journal of the East Asian Society of Dietary Life
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    • v.26 no.6
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    • pp.473-480
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    • 2016
  • As the lifestyle of people today is evolving, the desire for convenient but nutritious food to replace home-cooked meals is increasing. As the market for Home Meal Replacement (HMR) has already reached 17 hundred billion Won, many studies on HMR selection attributes have been conducted, using traditional Importance-Performance Analysis (IPA). However, it was found that traditional IPA had some limitations. Therefore, the study used both traditional and the Revised IPA to examine the selection attributes of HMR sold at large discount store to compare outcomes. The results of the study show that by using the Revised IPA, many attributes differed from those found by the traditional IPA. Consequently, the study revealed aspects that have both linear and nonlinear relationships with customer satisfaction. Implications of this study could provide the foundation of business strategies for HMR manufacturers.

A Study On Order Structure of SERVPERVAL's 5 Dimensions

  • Cho, Yoon-Shik;Lee, Mi-Ock
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.3
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    • pp.705-711
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    • 2007
  • This Paper has adapted SERVPERVAL scale so that hotel manager can use it to determine how customers perceive the service Quality in hotel. A considerable amount of research has focused on the dimensionality of service quality construct. As later found with the generic SERVQUAL, tangible was the most important out of the 5 dimensions. Listed in descending order of importance to hotel customers, the orders of the other 4 dimensions are assurance, reliability, responsiveness, and empathy. But there was order structure in SERVPERVAL's 5 dimensions. Order structure of 5 dimensions is divided by 3 order groups because there was same order among the 5 dimensions.

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Planning & Special Edition: Present Status and Globalization Development Suggestion of HanSik [Korean Meal] (기획특집: 한식(韓食)의 현주소와 세계화를 위한 제언)

  • Rhee, Seong-Kap
    • Journal of the Korean Professional Engineers Association
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    • v.44 no.4
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    • pp.24-27
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    • 2011
  • Every government rallies with the private sector to support its traditional cuisines. In Korea, the effort to globalize traditional dishes began with the governments official declaration of "Hansik Globalization" in 2008. Now the mission of globalizing hansik has emerged as one of the most valuable propositions in creating a new value-added rural economy, sharing growth with the tourism industry. The global food industry is reported to be bigger that of the information technology industry by 5.6 times and the automobile industry by 2.5 times as of 2008. And considering that hansik is almost unknown outside of Korea, the potential for growth is huge.

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Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 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 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
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    • v.14 no.4
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    • pp.52-57
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    • 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.

Linking Consumer Needs and Engagement Dimensions with Social Media Brand Pages to Brand Attachment Formation Process

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.30-39
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    • 2022
  • This study investigates the influence of consumer needs pertaining to brand social media pages on the consumer brand attachment formation process. We collected 278 valid responses from females who have experienced the food brands' social media pages. Following the data analysis, we developed the results as follows. First, we examined the significant influence of attachment to brand social media page needs and socialization needs on consumer content consumption engagement and content contribution engagement on brand social media pages. Then we determined that consumer engagement significantly influenced consumer brand attachment. Finally, we found consumer consumption engagement exerted a significant mediation effect on the relationship between consumer needs and brand attachment. Based on the results, we outlined the potential theoretical and marketing strategy implications of this research.

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.

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.

The Effect of Dessert Cafe's Servicescape on CustomerEngagement through Big Data Analysis (빅데이터 분석을 통한 디저트 카페의 서비스스케이프가 고객인게이지먼트에 미치는 영향)

  • DAYOUNG NO;GI-HWAN RYU
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.693-697
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    • 2023
  • As of 2022, dessert cafe trends are changing faster, customers' needs are becoming more demanding, and Koreans' consumption tendencies are changing rapidly, so this study investigates servicescape and customer engagement factors for dessert cafes through big data to identify servicescape and customer engagement factors.