The purpose of this study is to analysis the influence of personal backgrounds on the preference of fishing village experience recreation villages. As the analysis method, binary logistic regression analysis was used. Dependent variables are experience recreation villages (rural and fishing). The independent variables consist of 9 groups of people: gender, age, family type, marital status, presence of children, principal companion, fishing village image, visit experience villages, recognition of fishing village experience recreation village. As a result of the analysis, it was found that the tourist's gender, age, family type, marital status, presence of children, principal companion, fishing village image, visit experience villages, recognition of fishing village experience recreation village influence the preference of fishing village experience recreation village. By characteristics of each group, it was found that male prefer fishing village experience recreation villages 1.597 times as much as female, and those with a positive image about fishing villages prefer fishing village experience recreation villages as much as 2.644 times than those with negative images. In addition, it was found that those who visited the fishing village experience and recreation village prefer the fishing village experience village about six times more than those who have never visited.
The purpose of this study is to analysis the influence of fishing villages experience programs choice by the tourist characteristics. As an analysis method, a statistical technique of multinomial logistic regression was used. The dependent variable have typified about 70 fishing experience programs, such as tidal-flat experience, fishery experience, and fishing experience, operated by the fishing village experience recreation villages into 9 programs. The independent variables consisted of 7 groups of people: gender, age, marital status, presence of children, experience of visiting a village in a rural and fishing village experience, preference of a village in a recreational experience, and recognition of a village in a fishing village experience. As a result of analysis, no significant differences were found that the selection group preferring 'fishing culture experience', 'leports experience', 'ecological craft experience', and 'festival and event experience' in the selection of fishing village experience program compared to the group choosing 'rural experience'. On the other hand, the group preferring 'tidal flat experience' analysis that 'married' is about 14 times higher than 'unmarried', and the group preferring 'fishing village experience' is 9.55 times higher than the group preferring 'rural village experience'. In the group preferring 'fishery experience' and 'fishing experience', the group preferring 'fishing experience recreation village' was 9.21 times and 14.34 times higher than the group preferring 'rural experience recreation village'. In the 'food experience', 'married' was 25 times higher than 'unmarried'.
Nowadays, fishing village is in trouble because of the depletion of fishing resources and an aging population. Fishing village tourism can do important roles for improving these situation as alternative resources. This study monitored 6th fishing villages in Gangneung for discovering materials of fishing village experiences. The materials have classified based on model of the four realms of an experience by Pine & Gilmore which are composed of escapist, esthetic, entertainment, education. The results showed that Jumoonjin and Youngjin village had entertainment and escapist experience programs, Sodol village had escapist and esthetic experience programs, Geumjin village had entertainment and esthetic experience programs, Jumoon 5 ri village had entertainment, SaCheon village had escapist experience programs. The results of this study can give implications for efficient management of fishing village experience program, especially can provide fishing village experience programs tourist prefer among the four realms of an experience.
This study used big data to analyze visitors' experiences in Fishing Experience Recreation Village. Through the portal site posting data for the past six years, the experience of visiting Fishing Experience Villages in Baekmi and Susan was analyzed. The analysis method used Text mining and Social Network Analysis which are Big data analysis techniques. Data was collected using Textom, and experience keywords were extracted by analyzing the frequency and importance of experience texts. Afterwards, the characteristics of the experience of visiting the Fishing Experience Village were identified through the analysis of the interaction between the experience keywords using 'U cinet 6.0' and 'NetDraw'. First, through TF and TF-IDF values, keywords such as "Gungpyeong Port", "Susan Port", and "Yacht Marina" that refer to the name of the port and the port facilities appeared at the top. This is interpreted as the name of the port has the greatest impact on the recognition of the Fishing Experience Villages, and visitors showed a lot of interest in the port facilities. Second, focusing on the unique elements of port facilities and fishing villages such as "mud flat experience", "fishing village experience", "Gungpyeong port", "Susan port", "yacht marina", and "beach" through the values of degree, closeness, and betweenness centrality interpreted as having an interaction with various experiences. Third, through the CONCOR analysis, it was confirmed that the visitor's experience was focused on the dynamic behavior, the experience program had the greatest influence on the experience of the visitor, and that the experience of the static and the dynamic behavior was relatively balanced. In conclusion, the experience of visitors in the Fishing Experience Villages is most affected by the environment of the fishing village such as the tidal flats and the coast and the fishing village experience program conducted at the fishing port facilities. In particular, it was found that fishing port facilities such as ports and marinas had a high influence on the awareness of the Fishing Experience Villages. Therefore, it is important to actively utilize the scenery and environment unique to fishing villages in order to revitalize the Fishing Experience Villages experience and improve the quality of the visitor experience. This study is significant in that it studied visitors' experiences in fishing village recreation villages using big data and derived the connection between fishing village and fishing village infrastructure in fishing village experience tourism.
The purpose of this study is proposing a method of developing experience program for organizing continuous 'Recreating Cultural and Traditional Village'. Therefore, with having purpose of developing experience program which is deeply related with residents organization and architecture in the village, the researcher has participated in '2005 An-dong Gunjamaul Recreating Cultural and Traditional Village', accomplished developing experience program which can continuously manageable by residents and space and facilities which are accompanied with program. The results of this research are as follows. The developing process of experience program has four phases, selecting program, planning program, growing and changing program, and practicing and firmly establishing program. Moreover, the relationships between space planning and setting up a resident's organization and the experience program need to be considered. The things that experts have to consider are come up with three subjects. First, planning experience program with citizen participation. Second, designing experience program with spaces which will contain the programs. Third, developing programs which are accompanied with rediscover village's resources through continuous feedback.
The present conditions of Sanyangri village at Samcheok are stagnated and spiritless because there is only old men without young men. The purpose of this study is to make the basic plans of this rural and mountainous village to learn by personal experience. Therefore this study has been focused on its programs, land uses, roads and facilities how to activate it. The plan orientation of it is to make and become active by tourists to visit this village to experience the rural and mountainous living culture. So the general plan is divided into two zone which are the rural experience zone and the mountainous experience zone. Also the plan is to be considered to increase its amenities through the connection of surrounding villages and their resources. And it is necessary for the conversion as a tour place of sojourn and experience by supplying with various shows through connections with surrounding tour resources worthy of providing the various excitement through the visiting.
In this study, we investigated the repeated vist of the e-village shopping mall as an online agricultural business platform. We applied Pine and Gilmore (1998) theory for the e-village website information systems. We hypothesized that 4 dimensions such as entertainment experience, educational experience, esthetic experience, and escapist experience toward satisfaction and, moreover, we investigated the moderating trust effect of satisfaction and repeated visit website. We set those independent variables (entertainment experience, educational experience, esthetic experience, and escapist experience) and dependent variable as experience satisfaction. The results indicated that the 4 experiences factors had a positive effect on the experiential satisfaction, and the trust moderating effect has a negative effection between the experiential satisfaction and the repeated visit. The experiential satisfaction had a positive effect on the repeated visit of e-village websites.
This study aims to assess Green-Tourism accessibility of Rural Experience Village and then prepare improvement methods. To do this study, we surveyed 25 operators of Rural Experience Village in Chungbuk. We used 21 issues in all for analysis and the following shows a summary of major results. Rural Experience Village has a generally hard time conducting facility maintenance. Countermeasures for maintenance are required to run smoothly. Since Rural Experience Village has difficulty attracting visitors to the village, countermeasures are needed to attract visitors through business promotion. The results of assessing Green-Tourism accessibility showed us that some villages are a lot more accessible than others. Therefore, it is necessary that there should be improvements of Green-Tourism accessibility by attracting visitors and increasing operating days so that Green-tourism accessibility can be enhanced. In spite of its high level of accessibility since Rural Experience Village belonging to Goesan has low profitability, it is especially imperative that we establish more positive project promotion to cover it.
It is recommended that the villagers should organize their own council based on the resources which the village owns to manage the experience programs in the experience village, but it is criticized that there is no consideration about inhabitants abilities when the project is about to be constructed and the programs is developed. This research is purposed to develop the manual which is depending on urban-rural correlative experience programs conduct that is developed by the test to increase inhabitants abilities effectively. Therefore, the manual of the programs should be utilized as a early guide to help the village jump up to the standard level of program procedure, and the inhabitants should create ideas continually to develop better programs on the basis of the manual rather depending on the manual. And for another, the manual should often be upgraded to understand the process of historical changes of the village.
This study aimed to redefine the concept of fishing village tourism. In addition, it aimed to carry out detailed analyses of the influences of authenticity and non-authenticity of fishing village experience on tourist's satisfaction as well as the influences of tourist's experience on their satisfaction. The study evaluated responses of people who visited research target fishing villages in the East sea area(Hwasung-si Baegmi-ri) which had been rated as successful case. The evaluation was performed to analyze how tourist satisfaction would be influenced by the authenticity of the fishing village experience program based on the authenticity theory(Wang, 1999) and the experience realms theory(Pine & Gilmore, 1999). This study tried to find out realistic factors of the experience realms theory through field investigation, conducting interviews, and holding discussions. From these, the cause-and-effect structure of authenticity, tourism experience and satisfaction could be identified. The results of hypothesis tests are as follows; With respect to the relationship between authenticity and satisfaction in hypothesis I, authenticity did not have a statistically significant effect on satisfaction, while non-authenticity had a significant influence. As a result, the research hypothesis I that authenticity influences satisfaction was partially supported. Regarding hypothesis II of the link between authenticity and tourism experience, a significant effect of authenticity was found in education experience, entertainment experience for Baegmi-ri village. The effect of non-authenticity was significant on deviation experience. Consequently, hypothesis II was also partly supported. The relationship between tourism experience and satisfaction in hypothesis III was significant in education, entertainment, and deviation experiences which lends support to hypothesis III to some extent.
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