• Title/Summary/Keyword: Culture & Tourism content

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Analysis on changes in work autonomy of content industry workers (콘텐츠산업 인력의 업무 자율성 변화 분석)

  • Lee, Yong-Kwan
    • Review of Culture and Economy
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    • v.20 no.2
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    • pp.3-18
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    • 2017
  • The purpose of this study is to analyze changes in work autonomy of content industry workers using Korea Working Conditions Survey(2010, 2014) and difference-differences estimation method. The results find that there was no significant change in the work autonomy (work order, work method, work speed) of the content industry worker in In the overall sample. On the other hand, analyzing the sample of 30 or more employee establishment size shows that work autonomy of the content industry worker is greatly reduced. Also, work autonomy is high when the rank or capability is high, whereas work autonomy decreases when the establishment size is large. This study implies that the content industry workers have shown quantitatively the reduction of work autonomy. It also suggests that compensation and management systems are needed to enhance the competitiveness of the content industry.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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On the Analysis of the Satisfaction of Participant on Regional Culture Festival (향토문화축제 관광자원 활성화: 허균.허난설헌 축제를 중심으로)

  • Kim, Gi-Dong
    • Korean Business Review
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    • v.22 no.1
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    • pp.125-138
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    • 2009
  • The purposes of this study are the analysis by content of satisfaction level of participants in the event for the systematic, efficient event tourism program. For this analysis, it was researched if there was any difference in satisfaction level of participants in event by demographic characteristics, participation level and content of program. The results of this analysis are as follows: There was a difference in satisfaction level by participants characteristics in the event tourism. There was the more recognition, the higher participation level. There was higher participation and satisfaction level in participational and special program than exhibitory program. This study has a limit that can"ft grasp the foreign visitors"f recognition for the event tourism in Gangnueng district. But, it is very important to analyze the voluntary participation and interest of local residents and it may be the fruit of this study to of a new program and suggestion point through the analysis of satisfaction level for the Heo-kyun & Heo_Nan_Sul_Hun Cultural Festival.

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Localization of Chinese Version of Jeju Tourism Organization's Official Version 'Visit Jeju' - Centered on Contents Selection and Translation (제주관광공사 '비짓제주' 중문 홈페이지의 로컬라이제이션 연구 -콘텐츠 선정과 번역 텍스트를 중심으로)

  • Hong, Weiwei
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.535-547
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    • 2019
  • Website localization not only means to transliterate the content and text of the original language web pages, but also adjust it according to the culture and demand of the target language market, so as to improve the acceptance of the local market. From the perspective of localization, this paper analyzes localization strategies and shortcomings of Chinese pages of Jeju official tourist website 'visit Jeju'. First, by comparing the differences between the Chinese web pages and the Korean web pages in the content and text, the localization of the website is summed up, and then the differences are compared with the local tourism website 'Mafeongwo' in China. Not only offering and suggestions for improving the translation quality in the Chinese web pages of 'Visit Jeju'. but also the making some further suggestions for the other Korean websites.

The Direction of Development of Leisure and Tourism Contents in Connection with Osaek District (강원도 오색지구 레저·관광 콘텐츠 개발 방향)

  • Lee, Gye-Young;Kim, Tae-Dong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.307-319
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    • 2019
  • This study aims to provide the basic materials for the development of leisure and tourism contents in connection with Osaek cableway for the revitalization of Osaek District. For such a purpose, the following policy directions were presented through the analysis of the present situation and conditions of Osaek District, the direction of development of leisure and tourism contents of Osaek District, etc. The first is increasing the participation of local residents and reinforcing their capabilities. The suggested promotion plans are ① establishing organizational system and strengthening support, ② reinforcing the capabilities of local residents and ③ constructing networks with external human resources. The second is setting the guidelines for contents development. It was proposed to prepare contents for leisure experience using the natural environment of Osaek District in response to the trend of increase of people who enjoy "contents using culture and arts" and leisure. The third is typological approach to contents. It was proposed to develop cultural contents with the theme of Osaek such as "Osaek Light Festival", "Osaek Concert", "Osaek Photo Exhibition" and "Osaek Good Men and Women Contest" for the promotion of the brand of the place name of Osaek and the creation of the "Picture Book Village" for the compilation of the history and culture of Osaek District with pictures. The fourth is securing marketing channels. For this, it was proposed to produce the website of Yangyang County or a website tentatively named as "Osaek-ri with Beautiful Osaek" and introduce an integrated travel product (transportation + lodging + foods + experience (hot spring, mineral water therapy, leisure experience, etc.) + purchasing local specialty products, etc.) composed of the leisure and tourism contents, transportation, lodging, foods, etc. of Osaek District through travel agencies. The final policy direction presented was phased implementation of the development and operation of the contents. Proposed policies include support of a consulting project to upgrade the organization of local residents; implementation of "Tourism Dure (Cooperative)" project for the solution of the problem of tourism in Osaek District by the residents themselves together using the space of culture and arts made by remodeling idle public and private facilities after benchmarking exemplary places; system improvement for the introduction of leisure and tourism contents appropriate for local conditions; and the establishment of a master plan for the introduction of various leisure and tourism contents in Osaek District.

Evaluation of the Menus of Free Meal Service Centers for Home-bound Elderly (재가노인들을 위한 무료급식소의 식단 평가)

  • Han, Kyung-Hee;Park, Jung-Sook;Choi, Mee-Sook;Chung, Soon-Dool;Chai, In-Sook
    • Journal of the Korean Society of Food Culture
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    • v.17 no.5
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    • pp.584-593
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    • 2002
  • The purpose of this study was to evaluate the diet quality of the menus delivered by 17 free meal service centers for the low-income home-bound elderly in Chung- cheong buk-Do. Statistical data analysis was compleleted using the SPSS package program for descriptive analysis, T-test, and ANOVA. The meals offered by free meal service centers were not met the 1/3 recommended dietary allowances in calcium and vitamin $B_2$. There were significant differences between dependent variables(nutrient content, nutrient density, nutrient deficiency, NAR, MAR, food group intake patterns) and independent variables (operation type, operation status, operation period, nutritionist, food cost).

A Study on the Servicescape Design Strategy of a Dog-Friendly Hotel According to the Convenience Pursued by Consumers

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.242-247
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    • 2022
  • This study analyzes the servicescape of a dog-friendly hotel, which is the most important element of travel with a dog, which is increasing as the types of families diversify, and intends to suggest implications for servicescape strategies to enhance competitiveness in the future. The number of households with companion animals is increasing in line with the aging of the population, changes in the demographic structure due to the rapid increase in single-person households, and increase in income. In order to successfully operate a hotel with companion animals, which cannot have all the facilities like a large hotel, we would like to segment the market according to the user's pursuit of convenience and propose an appropriate servicescape design method.

The Application of User-based Sports Matching System using Customer Satisfaction and Loyalty Analysis for Sports Event Contents

  • Yu, Kyung-Mi;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.325-331
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    • 2022
  • As the perception of sports activities changes positively, the desire and popularity for sports activities are rapidly increasing. Therefore, the popularity of sporting events is also increasing. Previous studies on sporting events have focused only on research in the field of social sciences. Therefore, in this study, in order to increase customer satisfaction and customer loyalty of sports event visitors, they were classified into challenge factors, competition factors, achievement factors, and relationship factors, and their effects on satisfaction and loyalty were studied and analyzed. And based on the research design model and empirical analysis, a user-based sports event matching system was proposed.

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.

A study on Recommendation Service System for the Customized Convergence Wellness Contents (맞춤형 융복합 웰니스 콘텐츠를 위한 추천 서비스 시스템에 대한 연구)

  • Lee, Wonjin
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.322-329
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    • 2017
  • Recently, the importance of personalized healthcare(wellness) services is increasing in the era of the 4th Industrial Revolution. However, the authoring of wellness contents fused with variety of contents and the study of the system which provides the customized recommendation are insufficient. In this paper, we proposes the recommendation service system for the customized convergence wellness contents. The proposed system makes to the wellness contents by the existing cultural/tourism/leisure contents and recommends the customized wellness contents based on a user's profile and the situation information such as location and weather. The proposed systems is expected to contribute to designing the innovative and new service models for the tailored wellness content.