• Title/Summary/Keyword: 관광콘텐츠 생성

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Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
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    • v.25 no.2
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    • pp.1-30
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    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

Destination Image Analysis of Daegu Using Social Network Analysis: Social Media Big Data (사회연결망 분석을 활용한 대구의 관광지 이미지 분석: 온라인 빅데이터를 중심으로)

  • Seo, Jung-A;Oh, Ick Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.443-454
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    • 2017
  • A positive destination image has an impact on the tourist arrivals and economic growth of the tourist destination. Recently, the content generated by sharing tourist experiences and destination information on the internet has been increasing. The online content has the potential to become a major tourist decision source and provide more in-depth materials and richer content to extract destination image, insight and tourist's perceptions of the destination. This study was designed to explore the destination image of Daegu online and draw lessons for successful image management in an era of big data. Text mining approach and social network analysis were conducted to extract destination image determining elements and assess the influence of the elements. The result showed that destination image elements related to tourist infra-structures and culture, history and art affected the overall destination image of Daegu. Destination marketers should make an effort to grasp these precise destination image and seek ways to boost competitiveness as a tourist destination.

A Study on the Practical Use of UCC Tourism Information (UCC 관광정보의 활용방안 연구)

  • Yang, Sung-Soo;Choi, Byoung-Kil;Hong, Sung-Hwa;Jo, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.416-423
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    • 2009
  • From marketing perspectives, WOM(Word-of-Mouth) is one of the communication methods for travelers. It can be an instrument of the effect on tourist decision. The growing predominance of internet use has further highlighted the need for understanding of UCC(User-created contents) tourism information such as travel experience and travel recommendation. This paper was to examine usage patterns of UCC tourism information using experimental design and contents analysis. The result indicated that there were qualities of UCC tourism information. That is useful implication to tourism information-related marketers in destination marketing.

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.

Strategic Planning for Initiating Local Cultural Festivals (지역문화축제 활성화를 위한 전략적 기획 방안의 모색)

  • Ahn, Seong-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.168-175
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    • 2008
  • As the travel industry grows and becomes increasingly more competitive, municipal governments have undertaken great efforts to maximize limited resources and develop their local economies by initiating and developing cultural festivals. Such festivals and events have become an efficient mechanism to enhance their image, increase tourism, and ultimately, stimulate their economy. However, marketing efforts to scale globally typically falter due to various factors: lack of originality, poor quality of contents, and a scarcity of competitive power. Hence, I wish to propose a model for developing cultural semiology and visual literacy, with storytelling utilized as a means of strategically illustrating local cultural festival contents. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.

Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

The Effect of u-convergence Information System on Flow Theory and Tourist Satisfaction, Reuse Intention -Focusing on Flow Theory- (플로우 이론을 적용한 u-융합정보시스템이 관광객의 만족도와 재사용의도에 미치는 영향 -플로우 이론을 중심으로-)

  • Sun, Su-Kyun;Kim, Jong-In;Ko, Sun-Young
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.389-399
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    • 2021
  • The research background of this paper is because the u-convergence information system applying flow theory lacks the measurement of tourist satisfaction. The purpose and research method of this study are as follows. The first is the suggestion of flow relation information display format algorithm. Second, by combining this algorithm and flow theory, a pattern algorithm was created according to the content information quality and the personality type of tourists. The expected effect of this study is to derive the success factors of the u-convergence information system by generating a pattern algorithm according to the flow relationship information display format and the tourist's personality type. The limitations of this paper are limited to one area, and objectivity is poor due to the lack of data and small area. In the future, it is necessary to evaluate the effectiveness through analysis after applying the method presented to other tourist destinations. Future tasks will need to be supplemented with data from expert groups and objectivity in various regions.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

2D Image based 3D Data Generation Method for Background Information of Virtual Reality (가상 환경의 배경 정보를 위한 2D 영상 기반의 3D 데이터 생성 방법)

  • Rhee, Seongbae;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.331-334
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    • 2021
  • 가상 현실(VR: Virtual Reality) 기술은 대표적인 몰입형 미디어 기술로써, 컴퓨터 등을 통해 인공적으로 만들어낸 실제와 유사한 특정 환경, 상황 혹은 그 기술 자체를 의미한다. VR 기술은 비교적 간단한 장비를 착용한 것만으로 가상 세계에 구현된 모든 공간을 체험할 수 있기 때문에 사용자가 신체적 불편하더라도 손쉽게 유명 관광 명소를 여행할 수 있다. 또한, 실제 작전지역을 가상 세계에 반영함으로써, 가상 세계에서 안전한 군사 훈련이 가능하다. 이와 같은 활용을 가능하게 하기 위해서는 가상 세계의 배경 정보가 실제 세계의 모습과 흡사한 실사 그래픽으로 구성되어야 한다. 그러나 실사 그래픽을 제작하는 것은 제작 난이도가 높고 제작비용이 비싸다는 제한 사항으로 인하여 실사 그래픽을 바탕으로 한 VR 콘텐츠의 수는 부족하다. 이에 본 논문에서는 일반 카메라를 통해서 촬영한 단일 영상 또는 다시점 영상을 통해서 Point Cloud 데이터를 생성하고, 이를 가상 세계의 배경 정보로 활용하기 위한 방법을 제안하고자 한다.

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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.