• Title/Summary/Keyword: Tour Content

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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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    • v.13 no.10
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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.

Service Platform and Mobile Application for Smart Tour Guide (스마트 투어 가이드를 위한 서비스 플랫폼과 모바일 앱)

  • Jwa, Jeong-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.203-209
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    • 2016
  • Digital tourism is the digital support of the tourist experience before, during and after the tourist activity[1]. The GPS-enabled mobile phones provide location-based mobile applications such as tour guide and storytelling services. In this paper, we propose the smart tour guide service platform based on GIS and develop the mobile application to provide the smart tour guide service. The proposed smart tour guide service platform consists of CMS, the multi-modal navigation system, the tour attraction content creation and management system, the tour commodity creation and management system, the smart search system, and the user terminal. The smart tour guide application supports digital tourism in the pre-tour, during tour, and post-tour using the proposed smart tour guide service platform in the popular tourist attractions in Jeju.

Developing Virtual Tour Content for the Inside and Outside of a Building using Drones and Matterport

  • Tchomdji, Luther Oberlin Kwekam;Park, Soo-jin;Kim, Rihwan
    • International Journal of Contents
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    • v.18 no.3
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    • pp.74-84
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    • 2022
  • The global impact of the Covid-19 pandemic on education has resulted in the near-complete closure of schools, early childhood education and care (ECEC) facilities, universities, and colleges. To help the educational system with social distancing during this pandemic, in this paper the creation of a simple 3D virtual tour will be of a great contribution. This web cyber tour will be program with JavaScript programming language. The development of this web cyber tour is to help the students and staffs to have access to the university infrastructure at a faraway distance during this difficult moment of the pandemic. The drone and matterport are the two devices used in the realization of this website tour. As a result, Users will be able to view a 3D model of the university building (drone) as well as a real-time tour of its inside (matterport) before uploading the model for real-time display by the help of this website tour. Since the users can enjoy the 3D model of the university infrastructure with all angles at a far distance through the website, it will solve the problem of Covid-19 infection in the university. It will also provide students who cannot be present on-site, with detailed information about the campus.

A Study on the Sentiment Analysis of City Tour Using Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.112-117
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    • 2023
  • This study aims to find out what tourists' interests and perceptions are like through online big data. Big data for a total of five years from 2018 to 2022 were collected using the Textom program. Sentiment analysis was performed with the collected data. Sentiment analysis expresses the necessity and emotions of city tours in online reviews written by tourists using city tours. The purpose of this study is to extract and analyze keywords representing satisfaction. The sentiment analysis program provided by the big data analysis platform "TEXTOM" was used to study positives and negatives based on sentiment analysis of tourists' online reviews. Sentiment analysis was conducted by collecting reviews related to the city tour. The degree of positive and negative emotions for the city tour was investigated and what emotional words were analyzed for each item. As a result of big data sentiment analysis to examine the emotions and sentiments of tourists about the city tour, 93.8% positive and 6.2% negative, indicating that more than half of the tourists are positively aware. This paper collects tourists' opinions based on the analyzed sentiment analysis, understands the quality characteristics of city tours based on the analysis using the collected data, and sentiment analysis provides important information to the city tour platform for each region.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

A System of Personalized and Intelligent Tourism Content Service Based on Semantic Web (시맨틱 웹 기반의 개인화 지능형 문화관광 서비스 시스템)

  • Joo, Jaehun
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.211-229
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    • 2009
  • Recently, trends of information technology development include offerings of service for personalization, intelligence, and convergence. The research suggested a new tour system that tourists can make their tour packages by applying Semantic Web technology. The system includes ontologies and inference rules for offering intelligent and personalized service. Our system called MYT (Make Your Tour-package) was successfully demonstrated by employing realistic scenarios. Current version of the MYT system needs manager's intervention to link and integrate automatically ontology subsystem and Web service. In further study, the MYT will be extended to the system including a component integrating automatically subsystems and a component capturing and processing context data from RFID/USN.

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Development of Dynamic Scheduling Platform using VR Content Authoring (VR 콘텐츠 저작을 이용한 동적 스케줄링 플랫폼 개발)

  • Young-Sik, Lee;Duk-Hee, Lee;Chul-Jae, Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1187-1192
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    • 2022
  • Gangwon-do is a representative leisure resort. However, the provision of tourism information has not escaped the existing image- and text-oriented simplicity. Therefore, a linkage strategy for the content business is needed to revitalize tourist attractions. In this paper, first, we provide a 360-degree rotating VR content authoring function. Second, we propose a dynamic platform including a function that allows users to easily author tour scheduling after registering VR content on a map. Finally, the proposal system provides pre-tourism customers with an opportunity to increase satisfaction by providing online pre-experience.

Design and Implement of Smart Phone Tour Game using A-GPS (A-GPS를 이용한 스마트폰 투어게임 설계 및 구현)

  • Kim, Hyeong-Gyun;Bae, Yong-Guen;Go, Mi-A
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.111-118
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    • 2011
  • This paper proposed a smart phone tour game using A-GPS. This game is a fused content of tourism and education. This game is based on the historical background of Silla and spatial background of GyoengJu. Game event has occurred by comparing pre-measured GPS values and smart phone A-GPS values. The field test of event were used to correct the A-GPS error by 3 times. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.