• Title/Summary/Keyword: Smart Tourism Design

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Study on the Application of Patterns of Xuzhou Paper-cut in Cultural and Creative Product Design (쉬저우(徐州) 지엔즈(剪紙) 문양(紋樣)의 문화 창작물 제품 디자인 적용에 관한 연구)

  • Hao Pei Pei;Lee Jin Wook
    • Smart Media Journal
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    • 제12권11호
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    • pp.211-221
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    • 2023
  • In the context of integration of culture and tourism, the effective application of folk art in cultural creative products is of great significance to the development of local cultural industry. Xuzhou paper-cutting is the only world-class intangible cultural heritage project in the northern Jiangsu region of China. Its high humanistic value and artistic characteristics are widely used in modern art design. The application of cultural and creative products relative to paper-cutting in Xuzhou mainly focuses on two-dimensional decorative and ornamental products, which is short of diversity in form and not practical. In addition, it doesn't meet the aesthetic needs of living of modern people, This article studies paper-cut works by Wang Guiying and proposes principles for the design of cultural and creative products relative to paper-cutting by analyzing the typical "goose" pattern in Wang's paper cutting handcrafts. By exploring the application value of Xuzhou paper-cutting in cultural and creative product design and demonstrating the feasibility of the design principles via visiting experts, this article hopes to provide some reference for the modern inheritance and innovative development of paper-cutting culture.

Use Intentions of Mobile Tour Apps through Expansion of the Technology Acceptance Model (기술수용모델(TAM)의 확장을 통한 모바일 관광 앱의 사용의도에 관한 연구)

  • Lee, Sung-Joon;Jing, Dai
    • Journal of Distribution Science
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    • 제13권10호
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    • pp.135-142
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    • 2015
  • Purpose - Following the speedy development of the smart phone industry, tourism companies started to increase their brand recognition and sales volume by adopting mobile applications. However, applications for tourism industries are still insignificant. This study tries to analyze empirical evidence from Korean and Chinese consumers who have used mobile tour applications. By using an expansion of the technology acceptance model (TAM), this study will find what factors have effects on user intention for mobile tour applications. The findings will be helpful for the development of mobile tour applications and the tourism industries. Research design, data, and methodology - This study uses the TAM, which was presented by Davis in 1989. This study uses consumer acceptance level, consumer choice attitude, and use intention as the basic variables to fit to the TAM, and adopts choice content quality, brand value, and usage motivation as additional variables to analyze. This study has developed several hypotheses and collected data from 620 users who used mobile applications for tourism during April 1 to April 30, 2015. A total of 612 valid questionnaires were collected and used in the data analysis. The data was analyzed with structural equation modeling using SPSS Win/pc and Amos 22.0. Results - The findings can be summarized as follows: First, the content quality affects the consumer acceptance degree and choice attitude. Second, the brand value has a directly positive effect on the consumer acceptance degree and choice attitude. It is clear that the content quality and brand value play important roles in raising consumer acceptance and choice attitude. Third, usage motivation has no effect on the consumer acceptance degree and choice attitude. Fourth, the acceptance degree does not have any effect on the consumer choice attitude. Fifth, the acceptance degree affects the use intention. Last, the consumer choice attitude affects the use intentions. This indicates that consumer acceptance and choice attitude must both be achieved to induce use intention among consumers. Finally, the effects of the mobile tour application content quality and brand value on consumer acceptance degree and choice attitude were confirmed. Additionally, the effects of the consumer acceptance degree and choice attitude on use intentions were analyzed. Conclusion - It is not meaningful for tourism marketing to launch tour applications in the mobile market without understanding tourism consumer characteristics. When developing mobile tour applications, companies should focus on the characters of consumer choice attitudes as high quality, high brand value, usefulness, and ease of mobile tour applications. This study has limitations in that it did not consider negative factors such as perceived risks or analyze whether there are differences between Korean and Chinese consumers. In the future, we will consider equipping the same mobile tour applications commonly used by both Korean and Chinese consumers, and then examine negative factors as well as the differences in mobile tour applications between Korean and Chinese consumers.

The Effect of Serving Robots on Attitude and Behavioral Intention of Restaurant Customers: Focused on UTAUT2 and Moderating Effect of Shyness (서빙로봇이 레스토랑 이용고객의 태도 및 행동의도에 미치는 영향: 확장된 통합기술수용이론과 수줍음의 조절효과를 중심으로)

  • Sung Rae KANG;Sang Ho HAN;So Hye BAE;Yeo Hyun YOON
    • The Korean Journal of Franchise Management
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    • 제15권2호
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    • pp.57-75
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    • 2024
  • Purpose: Nowadays, many restaurants use serving robots. Initially, many people thought that Covid-19 caused the spread of serving robots. However, even as the endemic, many restaurants still use serving robots. Therefore, this study examines why many customers choose restaurants with serving robots, using the UTAUT2 framework. Additionally, this study explores whether shyness has a moderating effect on these factors. Research design, data and methodology: Data were collected from 307 consumers who had visited a restaurant using a serving robot and analyzed using SmartPLS 4.0 software. A total of 286 datasets were analyzed. Result: We found that the precedence factors of UTAUT2 (Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Condition, Hedonic Motivation) had a positive effect on attitude. Furthermore, attitude had a significant positive effect on Behavioral Intention. However, shyness did not appear to have a moderating effect among these factors. This is likely due to customers using serving robots for very short time, as identified in the literature review. Conclusions: As a result of this study, it was explained that Hedonic Motivation had the most significant positive effect on shaping attitudes toward restaurants using serving robots through the UTAUT2 model.

A Study on Development of Main Producing Areas for Industrialization of complex and of fusion in Field

  • Young-Jun Park
    • Proceedings of the Korean Society of Crop Science Conference
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    • 한국작물학회 2022년도 추계학술대회
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    • pp.331-331
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    • 2022
  • This research aims to developing new commercialization project of convergence agricultural industrial model. First, we established an inventory for the planning of convergence agricultural industrial model categorize the relevant factors identified, and then suggested three models which are the business profit model for convergence agriculture industrialization, the resource recycling complex and agricultural tourism model, and the smart agricultural model. Second, in order to investigate the feasibility of each industrial model, we investigated the willingness to participate in the project according to the pilot models such as related organizations and management agencies, and proposed the result of business feasibility analysis. Finally, we suggested the establishment of a demonstration complex through the systemization of element technologies at two models. The related systems and technologies was reviewed as a new commercialization plan through the modeling of convergence agricultural industrial types in main crop production complex presented, and set up mid- to long-term development direction. The results of this study can be applied to the design of convergence agricultural industrial model in main crop production complex.

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A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • 제18권6호
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

Users' Experience of Sharing Economy Service and Moderating Effect of Social Interaction: Focused on Bicycle-Sharing Service (공유경제서비스의 이용경험과 사회적 상호작용의 조절효과: 자전거공유서비스를 중심으로)

  • Yoon, Ah-Young;Kim, Sung-Min;Koo, Chul-Mo
    • The Journal of Information Systems
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    • 제26권4호
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    • pp.87-106
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    • 2017
  • Purpose The main purpose of this study is to examine whether the expectations and outcomes of the bicycle-sharing service significantly influence users' expectation disconfirmation, satisfaction, and continuous intention to use. In addition, we will verify the moderating effect of social interaction in bicycle-sharing service on the relationship between satisfaction and continuous intention to use. Design/methodology/approach Based on previous studies dealing with determinants of bicycle use, users' expectations and outcomes of the bicycle-sharing service were measured by three variables; accessibility, convenience, and safety. To collect the data, we conducted a survey of undergraduates at a university located in Seoul for three weeks, beginning March 6. Participants completed the first questionnaire, which measured expectations of the bicycle-sharing service based on the attributes and social interaction before using the BSS. After a few weeks, the same participants completed the second questionnaire, which measured outcomes of the outcome, disconfirmation, satisfaction, and continuous intention to use the BSS. Only participants who completed both surveys received monetary compensation. In order to test hypothesis, the Smart Partial Least Square (SmartPLS) modeling technique was applied. Findings In terms of main effects, based on the expectation disconfirmation theory, the results indicated that there were significant relationship among expectation, performance, disconfirmation, and satisfaction. In particular, it was verified that disconfirmation completely plays a mediating role between performance and satisfaction. In addition, the moderating effect of social interaction was examined. There was a significant interaction effects of social interaction and satisfaction on the continuous intention to use for leisure purpose. Finally, this study is expected to contribute to the study of resource sharing in the field of tourism and provide baseline information for future research.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제17권3호
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

The Effect of Xiaohongshu Service Quality on the Stickiness Through the Emotional Responses of Users

  • Jie, Xu;Park, Chanuk;Lee, Sin-Bok
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.183-197
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    • 2021
  • Xiaohongshu is called China's Instagram and is leading overseas product purchases and culture sharing. The purpose of this study is to investigate the structural relationship between Xiaohongshu service quality, emotional response perceived by users, and adhesion to confirm the impact on Xiaohongshu's adhesion at a time when non-face-to-face activities due to COVID-19 have increased. This study distributed and collected questionnaires from October 1st to October 7th, 2021, targeting 210 online shopping mall users. The research results were derived from a total of 206 questionnaires, excluding 4 questionnaires such as omission of record contents, and the causal relationship of the existing PAD model was attempted to be reported by revising and supplementing the existing PAD model. As a result of the study, first, it was confirmed that design among service quality had a positive effect only on ventilation during the user's emotional response. Second, it was confirmed that information among service quality had a positive effect on pleasure and ventilation among users' emotional responses. Third, it was found that security among service quality had a positive effect on pleasure among users' emotional responses. Finally, it was found that pleasure and ventilation had a positive effect on adhesion in the user's emotional response. Based on this result, it is expected that it will be used for operation on other online platforms than the plan for the development of Xiaohongshu.

The Effects of Brand Communication of Chain Hotel Group on Brand Awareness, Brand Attitude, and Brand Loyalty (체인호텔 기업의 브랜드 커뮤니케이션이 브랜드 인지, 태도, 그리고 충성도에 미치는 영향)

  • Eun-Jung KIM
    • The Korean Journal of Franchise Management
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    • 제14권2호
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    • pp.31-46
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    • 2023
  • Purpose: Brand communication plays an important role in the credibility of consumer behavior as it enhances brand equity. This study investigates the effects of brand communication (firm-created communication, consumer-generated communication) on brand awareness, brand attitude, brand loyalty in the hotel business sector by applying the SOR theory (stimulus-organism-response theory). Research design, data, and methodology: This study was analyzed in a quantitative way using the survey results of 400 customers who had experience of visiting hotels. In this study, SmartPLS 4.0 was used to evaluate the research model. The reliability, convergent validity, and discriminant validity of the measurement tool were verified. Result: Result was found that consumer-generated communications had a positive effect on brand awareness and brand attitude, whereas firm-created communications had a significant effect on brand awareness. In addition, brand awareness had a positive effect on both brand attitude and brand loyalty. Finally, brand attitude was found to have a positive effect on brand loyalty. Conclusions: This study redefines the concept of where chain hotel groups should focus when providing consumers with information about their brands and services. As a result, the conceptual framework of brand communication to increase new customer visits to the hotel brand has been expanded.

The Distribution of Information through Online Meeting after COVID-19: Examining the Effect of Past Behavior

  • Van Hao HOANG;Van Vien VU;Quang Truong NGO
    • Journal of Distribution Science
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    • 제21권8호
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    • pp.47-55
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    • 2023
  • Purpose: Online meeting is chosen instead of face-to-face conferences as a solution that ensures both effectiveness and legality during times of strong epidemic outbreaks. In the current period, managers can have different types of meeting options for information distribution. This study has examined the effect of past behavior on the managers' intention of organizing online meetings. Research design, data and methodology: Data were collected from a survey with 475 managers and put into SmartPLS 4.0 for analysis. Partial least squares structural equation modeling (PLS-SEM) was employed to test relationships in the research model. Results: The findings indicated that past behavior plays the most critical role in explaining the organizing online meeting intention of managers, followed by attitude and subjective norms. Meanwhile, the perceived behavioral control factor has absolutely no effect on intention in the context of this study. Notably, attitude and subjective norms also remarkably mediated the impact of past behavior on managers' intention. Conclusions: This study has added to the understanding of the meeting organization behavior of managers. Even if the epidemic is under control, the administrators should still organize some meetings in the form of online because it will affect the social perceptions of future behavior and behavioral intention.