• Title/Summary/Keyword: 여행콘텐츠

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The Influence of Usage Intentions of Social Network Services in MICE Industry: Focused on the Gender Differences (MICE 산업의 SNS 이용의도에 미치는 영향: 성별차이를 중심으로)

  • Jang, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.506-514
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    • 2020
  • The purpose of this paper is to examine the factors influencing usage intentions of Social Network Services (SNS) in MICE (Meeting, Incentive travel, Convention, and Exhibit and Event) and moderating effects of gender. This model tests various theoretical research hypotheses relating to MICE industry, SNS characteristics, and Technology Acceptance Model (TAM). The target population of this study is SNS users with MICE participation experience. The results of hypothesis testing are as follows. First, information provision, convenience, service quality and SNS usage experience positively influence attitudes toward SNS. Second, attitude positively influences usage intention of SNS. Finally, information provision and service quality to attitudes toward SNS for males are significantly large than those for females. Convenience and SNS usage experience to attitudes toward SNS for females are significantly large than those for males. And attitude to usage intention toward SNS for males are significantly large than those for females. The results of this study will provide various implications to improve usage intentions of SNS in MICE industry.

Visual Attention on Subtitles of CATV Entertainment Program : Focused on tvN (케이블방송 예능프로그램 자막의 시각적 주의 : tvN <꽃보다 할배>를 중심으로)

  • Kang, Mi-Young;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.64-75
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    • 2014
  • This study has attempted to explore the audience's visual attention about the subtitles types of CATV entertainment program. To achieve this, this research has measured the dwell time and average fixation data through the eye-tracking test and analysed the reason of particular visual attention by in-depth interview. According to the eye-tracking research findings, four types of subtitles(character metaphor, character metonymy, event metaphor, event metonymy) were measured the highest dwell time and average fixation time. Also, according to in-depth interview, visual attention was clearly turned up that event metonymy constructs the conflicts between characters and overstates the trip place romantically. This results means that staffs of intensify the reality and visual pleasure through event metonymic subtitles.

Interpretation of the place discourse of Deoksugung Doldam-gil through News Big Data (뉴스 빅데이터를 통한 덕수궁 돌담길의 장소 담론 해석)

  • Sung, Ji-Young;Kim, Sung-Kyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.923-932
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    • 2017
  • Based on the metadata of BIGkids, a news big data system, this study analyzed the trends of news coverage by the major fields and topics related to Deoksugung Doldam-gil in mass media. In addition, we tried to interpret the space discourse of Deoksugung Doldam-gil which has been formed in contemporary period through the analysis of data related to BIGKinds, the contents of related reports and context. As a result of the analysis, the coverage of Deoksugung Doldam-gil was mostly reported in the field of 'Culture', and the news related to 'Cooking_Travel', 'Exhibition_Performance' and 'Broadcasting Entertainment.' Deoksugung Doldam-gil was categorized as the pedestrian freindly street, the cultural and artistic street, and the historical street, and interpreted the spatial discourse with related news contents.

The Value Provision of Early Childhood Convergence Arts Education by Metonymic Activities (비유 놀이를 통한 유아 통합예술교육 가치 제고)

  • Park, Sun-Min;Kim, Mirea
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.727-740
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    • 2015
  • In the information-oriented society of 21st century, the added value of creativity has never been so important to need any further discussion. This research investigates an implication of metonymic activities in early childhood Convergence arts education as a basis of the creative education by analyzing EduDrama, the program which helps children acquire creativity through metonymic activities. To this end, this research proposes a desirable way of early childhood arts education by organizing limited situation of early childhood education in Korea with domestic and foreign cases applying metonymic activities. Despite actively conducted studies on arts education led by existing arts management field in Korea, arts education research for early childhood is still not entirely satisfactory. Therefore, this research makes clear the value of arts education using metonymic activities provided during early childhood on the assumption that the added value of our life depends on the creative human resource of 21st century.

Estimating Willingness to Pay for Local Festival and Place Attachment in the COVID-19 era: A Case Study of Daegu Chimac Festival (코로나 시대의 장소 애착에 따른 지역 축제 입장료 지불 의사 평가 - 대구 치맥페스티벌을 중심으로 -)

  • Kim, Ju-ho;Kwon, Hyeog-in
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.181-193
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    • 2021
  • Due to the spread of COVID-19, the domestic market was inevitable to face the crisis of tourism industry. Accordingly, most of local festivals decided to cancel or postpone, and have been in difficult situation. In addition, people also have experienced the thrist of cultural activities and tours. However, this situation can also be opportunity to find the clues for activating local festivals in the post-COVID-19 era with estimating the preservation value and deriving the determinants for it. Therefore, this study economically assessed the value of the local festival, Chimac Festival in Daegu, under the hypothetical financial crisis situation for COVID-19. Consequently, monthly income, age and place dependence was found to be influential for Daegu and nearby area citizens to have willingness to pay for the Chimac Festival in Daegu. The result shows that respondents are willing to pay 16,909 on truncated average. Thus, total value of Chimac Festival was estimated as 9.376 billion won.

Utilization of Subway Stations for Drone Logistics Delivery in the Post-Pandemic Era (포스트 팬데믹 시대 드론 물류배송을 위한 지하철 역사의 활용방안)

  • Moon, Sang-Won;Lee, Han-Byeol;Kang, Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.375-383
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    • 2021
  • Due to COVID-19, people are building new lifestyles such as online shopping, online travel, and video conferencing by limiting going out and gatherings. Such rapid social change is causing new problems and deepening existing problems at the same time. In particular, as online consumption increases significantly, traffic congestion, air pollution, and the heavy workload of delivery drivers are deepening in the daily logistics industry, and face-to-face delivery is emerging as a new problem. With the advent of the 4th industrial revolution, unmanned delivery using drones, artificial intelligence, and autonomous driving is emerging as an alternative to the existing logistics industry. However, space for logistics facilities and securing additional logistics sites due to drone flight are emerging as new problems to be solved. Therefore, it is intended to link additional services such as logistics movement, storage, and delivery by utilizing the existing transportation business, the subway, as a space for a logistics facility for drones that can solve existing problems and new problems.

A 3D FPS Game based on Virtual Reality (가상현실 기반의 3D FPS 게임)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.205-206
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    • 2016
  • 본 논문에서는 가상현실을 이용해 청소체험을 3D 게임에 접목하여 재미와 교육을 함께 접목한 전 연령층을 대상으로 한 체감형 게임 콘텐츠를 개발하였다. 이 가상현실 3D 게임은 제한시간동안 맵에서 돌아다니는 몬스터 처치, 오염물질 정화를 하면서 점수를 획득 할 수 있다. 사용자는 전용 컨트롤러를 스마트폰과 블루투스 페어링을 하고 구글 카드보드를 장착하여 1인칭시점을 통해 게임을 조작할 수 있다. 이 가상현실 3D 게임 개발과 같이 향후 가상현실은 여행/군사/의료 등 다양한 분야에 적용이 되어, 사용자들은 보다 현실적인 체험을 할 수 있다.

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Fashion Bag design study with wearable technology (착용가능한 기술을 적용한 패션 가방디자인)

  • Hong, Sungdae
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.17-23
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    • 2012
  • The convergence of IT technology and fashion is a marked trend in recent years induding sportswear, m-dress (mobile phone dress), and wearable computing. Despite continued research and record high development in the field, however, there still are unsettled issues like power supply, fit, washability and mobility when it comes to commercializing technological fashion product. In this context, this thesis is to propose feasible technology effectively applied to a portable bag. The first case is a bag designed to maximize sensitivity for a family who enjoys leisure activities often. The second one is a limited editionHaute Couture style bag targeting single women in their 20s and 30s. These two case studies are an attempt to demonstrate the possibility of applying wearable technology to a product design.

Development of a System-Independent Mobile Smart Shelter using Solar Energy (태양광 에너지를 이용한 계통 독립형 이동식 스마트 쉼터 개발)

  • Joo, Jong-Yul;Lee, Young-Jae;Park, Kyoung-Wook;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1061-1068
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    • 2020
  • This paper presents a system-independent mobile smart shelter using solar energy technology that can be freely installed in various places, such as parks, countryside, event area, construction area and walking tour places where the system power are difficult to use. The proposed smart shelter is equipped with solar power generation and energy storage devices that is combined with IoT technology to collect indoor and outdoor humidity, fine dust and tourist awareness in real time. It is possible to efficiently manage energy by performing the optimal energy operation during the heat- wave, cold-wave situation and the presence of travelers and it is possible to serve as a shelter for as long as possible without system power.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.