• Title/Summary/Keyword: 스마트관광정보

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Tax Refund Service and e-Coupon Promotion: Designing a Tourism Marketing Platform (세금 환급 서비스와 전자 쿠폰 프로모션: 관광 마케팅 플랫폼의 설계)

  • Kim, Taekyung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.6
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    • pp.91-101
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    • 2019
  • Tourism or travel business consists of a set of services for people who visit exotic places. Payment is usually marking the end of the series of activities relating to tourism, and it becomes the linkage for the next activity. With the recent advancement of mobile Fintech technologies, we have learned that more convenient and more secure financial transactions are improving the quality of tourism. It should be noted that tourism counts on information technology heavily in terms of mobile Internet and smart devices use, which yields to a wide business opportunities for Fintech startups. However, payment information has not been highlighted for additional marketing promotion activities. The lack of research into information technology-based business models that extend Fintech services related to payment in venture start-up studies hinders the understanding of the possibility of creating new business through the value creation process after payment. This study attempts to investigate this issue based on the theory of smart tourism and service-dominant logic with developing a new information system. More specifically, marketing promotion activities after payment for Chinese tourists visiting Korea are examined. Specifically, WeChat Pay and instant tax refund service were considered while the system was developed by following desing science research methodology. This study is meaningful in that it finds a new possibility of Fintech business model by applying scientific and academic methods, and it reminds the necessity of service automation system centered on instant tax refund.

Spatial analysis based on topic modeling using foreign tourist review data: Case of Daegu (외국인 관광객 리뷰데이터를 활용한 토픽모델링 기반의 공간분석: 대구광역시를 사례로)

  • Jung, Ji-Woo;Kim, Seo-Yun;Kim, Hyeon-Yu;Yoon, Ju-Hyeok;Jang, Won-Jun;Kim, Keun-Wook
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.33-42
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    • 2021
  • As smartphone-based tourism platforms have become active, policy establishment and service enhancement using review data are being made in various fields. In the case of the preceding studies using tourism review data, most of the studies centered on domestic tourists were conducted, and in the case of foreign tourist studies, studies were conducted only on data collected in some languages and text mining techniques. In this study, 3,515 review data written by foreigners were collected by designating the "Daegu attractions" keyword through the online review site. And LDA-based topic modeling was performed to derive tourism topics. The spatial approach through global and local spatial autocorrelation analysis for each topic can be said to be different from previous studies. As a result of the analysis, it was confirmed that there is a global spatial autocorrelation, and that tourist destinations mainly visited by foreigners are concentrated locally. In addition, hot spots have been drawn around Jung-gu in most of the topics. Based on the analysis results, it is expected to be used as a basic research for spatial analysis based on local government foreign tourism policy establishment and topic modeling. And The limitations of this study were also presented.

Study on the utilization of Travel site Matjip (Reputable Restaurant) search application(APP) using Smart Phone (스마트폰을 이용한 여행지 맛집 검색 앱 활용에 관한 연구)

  • Yoon, KyungBae;Song, Seung-Heon
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.437-443
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    • 2013
  • This thesis enhanced the degree of utilization of smart phone through carrying out the application/app. which search and visit matjip (reputable restaurant) at the travel sites using smart phones. When we search matjip (reputable restaurant) using materialized application, we can select the best matjip (reputable restaurant) we want. Especially, this application evaluates individual restaurants through the level of utilization and satisfaction by consumer including appropriate menus, the style and design of the restaurant, reasonableness of prices, service of restaurant employees and sanitation management by region and registered the information input to DB in advance while classifying based on the evaluation scores to keep track for individual tastes. And individuals can record their personal memories to input columns. On top of that, information field for transportation is also designed to enhance the accessibility during travel, and in the future the application can be further utilized through the expansion of the DB through the input of famous tour sites and acquaintance's house information.

Analysis on Acceptance Intention of Augmented Reality System - Using Logit Model (증강현실시스템의 수용 의도 분석 - 로짓모형 이용)

  • Kim, Mincheol
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.373-380
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    • 2013
  • Recently, AR(Augmented Reality) system as an information technology for the increased access of information has a potential possibility of next generation's system for tourism guide. In this regard, the objective of this study is to explore the technology acceptance factors of AR system on tourism destination. To achieve the objective of this study, logit regression model was used to analyze the influential level of the factors. This study was analyzed with the final 224 respondents and the results showed that if there will be assured with high trust and easy access via mobility device as smartphone, the AR system has the possibility of high acceptance level. The result of this study will be expected to be utilized as fundamental data from the viewpoint of the service providers and system developers that want to launch the appropriate service to users' needs of AR system.

Problems of Korean Mural Villages and Ways to Make Use of Digital Contents (한국 '벽화마을'의 문제점과 디지털 콘텐츠 활용 방안)

  • Eum, Yeong-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.39-48
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    • 2015
  • In this research the problems and ways to improve the three mural villages and how to make use of digital contents have been sought. Three ways of solutions were searched for the problems. Firstly, The geographical and cultural advantages of the villages were not in practical use, so in long term, making proper brands of the villages is recommended. Secondly, most of the paintings are wall paintings. So in the aspects of esthetics, more wall paintings are encouraged to be made with ceramic works. Lastly, there should be various festivals in connection with the villages. Various smart phone applications should be prepared for easier use of digital contents such as sights, foods, and accommodation, Mural villages have become one of attractions for both local and foreign tourists. More tourists should feel free to visit the mural villages.

A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

A Study on Development of Ocean Leisure-Weather Service Contents in Jeju Region (제주지역 해양레저-기상서비스 콘텐츠 개발 연구)

  • Kim, Jeong-Yun;Park, Ki-Jun;Shin, Hyun-Suk;Kim, Baek-Jo;Park, Gil-Un
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.349-350
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    • 2014
  • 제주는 해양레저의 메카로서 많은 관광객이 찾고 있지만, 전문해양기상서비스 콘텐츠가 부족한 실정이다. 이에 본 연구는 기상청의 기상정보를 활용한 해양레저 기상서비스 콘텐츠를 개발하여 더 나은 서비스를 제공하는데 목적이 있다. 콘텐츠 개발에 앞서 현재 해양레저인들이 이용하고 있는 해외 사이트의 장단점을 살펴보고, 그들의 기상정보 활용실태를 조사하였다. 그리고 설문결과를 참고하여 해양레저 인구가 쉽게 활용할 수 있는 스마트폰 앱 콘텐츠를 개발하였다.

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Tourist Customization Travel Planner (사용자 맞춤 여행 플래너)

  • Heo, Sung-Min;Kim, Jin;Jin, Min Wan;Yoon, Gwanno;Choi, Jongmyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.513-516
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    • 2015
  • 여행에서 스마트 폰을 활용하는 경우가 일반화되어 있지만, 대부분의 여행 애플리케이션들은 여행을 테마별 혹은 특정 지역 중심으로 여행객들의 관심 여행지를 추천만 해주는 형태가 대부분이다. 그러나 대부분의 여행객들은 여행 일정을 만드는데 많은 시간과 노력을 필요로 한다. 따라서 본 연구는 사용자가 원하는 코스를 계획하여 좋은 관광명소, 숙박시설을 최소 경비와 최소 시간으로 여행을 할 수 있게 서비스를 제공한다.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

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.