• Title/Summary/Keyword: 여행 경험

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An Issues on the Nexus of Tourism and Everyday Life (관광과 일상의 결합에 관한 소고)

  • Oh, Jeongjoon
    • Journal of the Economic Geographical Society of Korea
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    • v.24 no.1
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    • pp.14-28
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    • 2021
  • Tourism has been considered as the opposite of everyday life. Tourism has been recognized as an extraordinary experience in an extraordinary time and space, and everyday life has been related to a non-extraordinary, that is ordinary time, space, and experience. Beyond this dichotomous thought, this paper focuses on positively combining the relation between tourism and everyday life. To this end, the paper analyzed the ordinaryness of everyday life in tourist spaces, and conversely, grasped the extraordinaryness in dairy spaces. This paper shows that routines affect tourism practice, family tourism make tourist spaces domestification through performance, and the off-the-beaten track tourism spaces for experiencing the ordinary daily life of local residents are centered around the neighborhoods of global metropolises. Based on this, it was able to overcome dualism between daily life and tourism, and to promote the nexus between two.

Relationships among Students' 3rd Year High School Characteristics, College English-mediated Subject Courses, Career Decision Type, and Employment Status (대학에서의 전공영어강의 수강 경험, 고등학교 3학년 때의 경험, 고3 때의 특성, 대학에서의 영어전용 전공강좌 수강경험, 진로결정 유형과 고용상태와의 관계 탐색)

  • Park, Hye-Sook
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.442-452
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    • 2014
  • Using the 1st and 7th waves of KEEP(Korea Education and Employment Panel), this study explores the relationships among 212 participants' characteristics during high school, experience of taking English-mediated subject courses(EMSC) during college, career decision types, and employment status. These students' high school experiences and college experiences were used to predict the log-odds of taking and the understanding EMSC. Results of the analysis showed that none of high school characteristics such as career decision, English private education experience, interest in English, and their scholastic aptitude test score in English were associated with taking and understanding EMSC. Among college experience variables, only female students' level of understanding English subject courses was statistically significantly higher than that of male students. There were statistically significant positive associations between the understanding the EMSC and the number of the EMSC taken and also between the understanding of the EMSC and perceived usefulness of the EMSC. There was also a statistically significant relationship between career types (continuing with graduate studies vs. working) and taking EMSC, but the relationship between career types and understanding the EMSC was not statistically significant. In addition, the relationship between the experience of taking EMSC and employment status was not statistically significant.

Development of Mobile Tour Game for Site-specific Cultural & Historical Tour Information Service (위치 기반 역사 문화 관광 정보 서비스를 위한 모바일 투어게임 개발에 관한 연구)

  • Kim, Hyun-Jeong;Schliesser, John;Kim, Min-Soo;Chung, Han-Kyung;Park, Jung-Hyun;Park, Young-Je;Shim, Jung-Wha;Kim, Young-Hee;Kim, Min-Jung;Cho, Shin-A
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.70-77
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    • 2007
  • 모바일 IT와 무선인터넷의 발달에 따라 디지털 컨텐츠를 담는 뉴미디어로서의 휴대폰의 가능성은 점차 확대되고 있으며, 모바일 컨텐츠 시장도 급속도로 성장하고 있다. 무선인터넷의 발달은 유선 인터넷 컨텐츠를 무선으로 확장하게 하였으며, 장소기반 관광 정보 (Location Based Information) 서비스가 우선적으로 구축되고 있다. 그러나, 현재 모바일 기기로 서비스되고 있는 대부분의 관광정보는 관광지에 대한 간단한 설명, 교통편, 숙박, 음식점 등 매우 실용적이고 일반적이어서 편리하긴 하지만, 그다지 사용하고 싶은 매력은 없는 정보에 그치고 있다. 본 연구는 기술적으로 진화하고 있는 유비쿼터스 도시 환경에서 모바일을 활용하여 어떠한 새로운 형태의 관광 컨텐츠가 가능해질 수 있을까 하는 질문에서 출발하였다. 본 논문은 정보통신연구 진흥원의 지원을 받아 진행했던 지역의 역사, 문화 정보 전달을 위한 모바일 투어 게임 "타임트렉" 프로토타입 개발에 관한 리서치, 컨셉, 프로세스를 정리한 것이다. "타임트렉" 프로젝트에서 추구했던 방향은 문화적, 역사적으로 중요한 장소를 투어하면서 모바일 미디어를 활용하여 보다 깊은 역사, 문화 정보를 새롭고 재미있는 방법으로 전달하고자 하는 것이었다. 특히, 사용자의 보다 적극적인 참여와 흥미유발을 위해 시간여행 능력을 가진 탐정이 과거로 시간여행을 통해 사건을 해결하는 롤플레잉 스토리 기반 게임과 물리적 장소에서 답을 찾아야 하는 오프라인 퀘스트 게임의 형식을 포함하는 모바일 투어 게임형태로 구축하였다. 이렇게 함으로써 관광객들에게 보다 그 장소에 대해 알고 싶어 하는 흥미를 유도하고 투어를 완료하게 유도함으로써 만족스럽고 새로운 관광 경험을 제공하는 것을 목적으로 하였다. 새로운 타입의 모바일 관광서비스의 프로토타입 개발에 있어 중점을 두었던 부분은 역사적으로 중요한 장소를 워킹 트레일로 구성하고 그 장소가 가지는 기본적인 문화, 역사적 정보에 오락적 요소(스토리와 게임 요소)를 자연스럽게 혼합하여 흥미로운 컨텐츠를 만들는 것이었으며, 또한 모바일이 가진 위치기반 서비스 기능을 활용하여 효과적으로 컨텐츠를 적재적소에 제시하는 인터페이스 구현에 중점을 두었다. 논문에서는 먼저, 기존의 국내외 모바일 관광정보서비스의 사례 및 연구 동향을 분석하고, 이에 따라 설정한 "타임트렉" 프로젝트의 방향성과, "타임트렉" 프로젝트에서 개발했던 프로토타입에 대하여 요약, 설명하였으며, 사용자 테스트 과정을 기술하였다. 그리고 마지막으로, 시장 세분화에 따른 관광 정보 서비스의 엔터테인먼트화 전략에 대해 논의하였다. 본 연구에서 시도했던 지역의 역사, 문화 관광을 위한 LBS 모바일 기술과 스토리, 게임 등 엔터테인먼트 요소의 결합은 관광객들에게 새로운 형태의 즐거운 관광 경험을 창출할 수 있으며, 관광 산업과 모바일 컨텐츠 산업의 결합이라는 새로운 접근의 장을 개척할 수 있을 것이다.

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Actors' Challenging Journey to Self-discoveries in Building a Character (배우의 자아발견을 향한 여정과 인물구축을 위한 도전)

  • Kim, Jun-Sam;Kim, Hak-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.57-67
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    • 2012
  • There is much confusion with the relationship between character and actor. Under the pressure of 'becoming' a character, the actor tends to begin his work apart from his own senses, imagination and memory, and is most likely to fall into the trap of artificiality and clich$\acute{e}$. Like every other art, the actor has to begin honestly with himself who, in nature, has unfathomable possibilities. To be and live as a character, the actor has to experience. To experience, to react. To react, to see with all the senses. Like ours, each character's life goes on from reaction to reaction, reacting to the images from the imagination and the memory. "You are what you see." The actor is put into the extremely unfamiliar circumstances of drama, given only with his own senses, imagination and memory. Fear comes in. However, fear cannot stop the actor's challenging journey to self-discoveries. The actor does and acts, not because he is certain but because he is not. The actor challenges himself to go beyond the limit and uncertainty, so that he will finally come to know and truly understand human beings from the challenges of his own. In a nutshell, acting is a journey to the unknown and the unfamiliar in which the actor unceasingly discover new 'I's.

The Effects of Social Media on Traveler's Autobiographical Memory and Intention to Revisit Travel Destination (소셜 미디어가 관광객의 자서전적 기억과 관광지 재방문 의도에 미치는 영향)

  • Hyunae Lee;Namho Chung;Chulmo Koo
    • Information Systems Review
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    • v.18 no.3
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    • pp.51-71
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    • 2016
  • Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.

Price Evaluations on Tourist of Jeju Tourism Package Product: Focused on Prospect Theory (제주특별자치도 관광패키지상품 가격 평가: 전망이론을 적용하여)

  • Park, Suk-Jin;Kim, Tae-Heon
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.469-480
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    • 2013
  • This study suggests 12 products regarding the pending question of tourism package price mechanism which is linked directly and indirectly to Jeju Tourism, and shows the following conclusions through inspection in mental accounting principles and framing effect based on prospect theory. First, when presenting the price list of the tourism package, it is needed to present in price bundling. Second, it is proven that it is desirable that information about discount prices open the individual discount information of the basic package and option package to public. Third, it is discovered that experienced tourists in purchasing tourism products are more sensitive to price information (price discount) than inexperienced tourists, so that framing effect conform to Knowledge-assembly theory. The current questions of this study are that 'no discount' information should be presented in bundling, that the method of framing is important in presenting discount product information. It is required not only to grasp the viewpoint of modern people in purchasing tourism products, but also to present ready-to-serve products which can save time, effort, cost to give stability in mental accounting principles.

A Study about Cultural Sensitivity and Stereotype about Immigrant Women among Nursing Students (간호대학생의 문화적 민감성과 결혼이주여성에 대한 고정관념 김지현)

  • Kim, Ji Hyun
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.305-314
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    • 2014
  • This study was conducted to investigate the cultural sensitivity and stereotype about immigrant women among nursing students. The participants in this study were 144 nursing students Data were collected from May to June 2013. The mean age of subjects was 21.8 years old. 68.1% of subjects had have experiences to travel abroad. Many subjects(90.3%) reported that multi-cultural education was needed. 66.0% of subjects met foreigners at clinical place among practice period. The cultural sensitivity and stereotype were middle range. It suggested that to prepare for the coming era of globalization, and to increase the nursing students' cultural sensitivity, a transcultural nursing curriculum needs to develop for appropriate and effective services in cross-cultural situations of the multicultural families in Korea.

A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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Agent Oriented Methodology Based on Design Pattern (디자인패턴 기반의 에이전트 지향 개발방법론)

  • Lee, Hak-Jin;Youn, Hyun-Sang;Lee, Eun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.374-380
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    • 2006
  • 최근 에이전트 기반 시스템을 만들기 위한 기술로서, 에이전트 지향 개발방법론 (Agent Oriented Methodology)이라는 영역이 출현하여, 여러 연구 기관에서 에이전트 시스템을 만드는데 이를 적용한 성공 사례가 늘고 있다. 그러나, 이들을 가지고 복잡한 다중 에이전트 시스템을 개발하는 일은 여전히 경험이 많지 않은 개발자들에게 있어서 어려운 일에 해당된다. 본 논문에서는 개발자에게 에이전트 설계 시 부과되는 이러한 어려운 점을 대한 해결책으로서, 개발자들에게 기능에 따라 분류된 디자인 패턴을 지원하여 다중 에이전트 시스템 설계 및 개발을 지원하는 개발방법론을 제안한다. 또한, 우리는 요구사항 분석부터 코드 생성까지 개발 프로세스에 반영하는 지원 도구를 제안한다. 이 CASE 도구는 단계별 자동화 기능뿐만 아니라, 설계 과정에서 개발자들에게 디자인 패턴을 고려할 수 있는 기능을 제공한다. 이를 통해, 우리는 에이전트 시스템 개발자 및 에이전트에 대한 지식이 부족한 이들에게 멀티에이전트 시스템 설계와 개발을 보다 쉽고 빠르게 해결할 수 있도록 돕는다. 본 논문에서는 여행 도우미 시나리오(Travel Assistant Scenario)을 제안 개발 방법에 따라 적용시켰다. 최종적으로, 보다 쉬운 방식으로 에이전트 소스 코드를 생성해냈으며, 이를 통해 제안 개발방법론이 개발자들의 다중 에이전트 기반 시스템의 개발에 대한 부하를 줄여 줄 수 있다는 결론을 내렸다.

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A Case of Tsutsugamushi Disease (경북지방에서 발견된 Tsutsugamushi 병 치험 1례)

  • Park, Shie-Hwoa;Yoon, Sung-Chul;Lee, Young-Hyun;Chung, Jae-Chun;Kim, Chong-Suhi;Hong, Seok-Il
    • Journal of Yeungnam Medical Science
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    • v.4 no.1
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    • pp.173-176
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    • 1987
  • Tsutsugamushi disease is an acute, febrile, typhus-like disease of rural Asia transmitted by the bite of larval trombiculid mites. The disease is caused by infection with Rickettsia tsutsugamushi. Recently the authors experienced a case of tsutsugamushi disease which was serologically confirmed. Here we reports a case of tsutsugamushi disease which successfully managed with doxycycline and reviewed literatures on it briefly.

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