• Title/Summary/Keyword: Tourism experience

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Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao' (중국 대형정경체험극 '우견평요'의 성공요인 분석)

  • Wang, Yilun;Jang, Hyewon
    • 지역과문화
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    • v.8 no.3
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    • pp.27-48
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    • 2021
  • In recent years, China's tourism performing art in a series of new completion of the project, increase the box office of tourism performing arts industry, higher economic income, at the same time led to the formation of brand of tourism performing arts and has a good reputation, with the regional culture, has a certain role in promoting economic development, including Large scenario experience drama is one of the key projects. Large scenario experience drama is a new form of drama that simulates the space design of real environment and enables the audience to have active experience in visual, auditory, smell, taste, touch and other senses with strong interactivity.Large scenario experience drama are adapted from traditional Chinese culture, regional culture and long-passed stories, and combine high technology such as lighting, sound effects, special effects and 3D effects to make the audience's experience more real.As the first Large scenario experience drama in China, 'You Jian Ping-yao' reflects the profound culture of Shanxi with new forms of expression and creative means, in the form of scene experience and make the audience more intuitive feel the 'Shanxi emotion', 'Shanxi sentiment' and 'Shanxi Morality', carry forward the traditional culture at the same time, also passed the Shanxi ancient and great values, strengthened the drama of China's movie village, impetus the development of the tourism industry in Shanxi, drive the Shanxi region of jingjing, gradually formed a complete industrial chain. However, there are also limitations such as improper plot connection and improper tourist management, which can improve the performance effect through more audience interaction and guidance. Therefore, it can be seen that large-scale situational experience dramas play a great role in promoting the dissemination of traditional culture and values, the development of tourism industry, the formation of regional brand characteristics and economic development. Through these, it can be seen that large-scale situational experience plays have enlightenments such as innovative thinking content, gradually forming an industrial chain closed-loop, and broadening publicity channels for the development of live-action performances.

A Study on the Push and Pull Factors of Temple Stay in Korean National Parks - Focused on Temples in National Parks in Gangwon-Do - (국립공원 내 템플스테이의 추진요인과 유인요인에 관한 연구 - 강원도 소재 국립공원 내 사찰을 중심으로 -)

  • Kim, Jeong-Min
    • Korean Journal of Environment and Ecology
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    • v.25 no.4
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    • pp.621-630
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    • 2011
  • This research examines the push and pull factors of temple stay in Korean national parks. 152 participants of temple stay in Woljeongsa and Guryongsa in national parks in Gangwon-do area completed a survey to access their reasons for participating in temple stay(push factors) and to evaluate how well the visiting experience performed on a selected set of attributes(push factors). Demographics of respondents were similar to the visitor characteristics of Korean national parks. The result of factor analysis identified 6 push factor domains of 'self actualization', 'health enhancement', 'nature assimilation', 'relationship elevation', 'religious experience', and 'leisure experience'. 6 pull factor domains were 'recuperative quality', 'quality of a temple stay program', 'attributes of a temple', 'user convenience', 'tourism experience' and 'accessibility and transportation'. Satisfaction level of temple stay in a national park was very high of 4.71 in a 5 Likert scale. Gangwon- Do was most preferred with the percentage of 89.2 as a suitable area for temple stay in a national park. Findings of multi-dimensional tourism motivations of temple stay in a national park that encompass nature tourism, cultural tourism and religious tourism is expected to provide useful information for the future development of a more competitive temple stay program and a marketing strategy. However, more defined successive research work is required to generalize findings of wellness oriented push and pull factors of temple stay based on nature in national parks.

A Study on the Impact of Motives for Participating in Gyeongsangbuk-do Experience Tourists on Satisfaction with Experiential Tourism Programs and Intention to Participate (경상북도 체험관광객의 참여 동기가 체험 관광프로그램 만족 및 참여 의사에 미치는 영향에 관한 연구)

  • Lee, Sun-Min;Kim, Ho-Suk;Kang, Hee-Seog
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.1-13
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    • 2021
  • In this study, we tried to present suggestions to the Gyeongsangbuk-do tourism officials to satisfy them with experiential tourism resources and to revitalize their participation in the program. Therefore, the implications of this study are as follows. First, research on the satisfaction of experiential tourism programs and the willingness to participate in them is carried out, suggesting that it is a prerequisite for the transformation of the perception of tourists' participation in the Corona era. Second, it is necessary to make it a small experience tourist space that can provide non-face-to-face service utilizing the characteristics of contact technology, and to provide tourists with unique attractions against product discrimination and customer service. Third, through the introduction of non-face-to-face experience programs and expansion of services, the limited and macroscopic environment and social phenomenon of tourism activities in the Corona era, a new perception can be instilled. Fourth, visitors can expect to revitalize the tourism industry through the development and discovery of various programs. Thirdly, it will be possible to revitalize the local economy by giving meaning to the satisfaction of experiential tourism programs to tourists from all over the region's tourism business.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

Domestic Tourism Revitalization Policies According to the Satisfaction of Visitation with the Image of Tourist Attraction for Experiential Tourism (체험관광 방문동기가 관광지 이미지의 방문 만족에 따른 국내 관광 활성화 정책 연구)

  • Park, Hwan-Tae;Lee, Youn-Oak
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.235-247
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    • 2021
  • The purpose of this study was to examine whether the motivation for visiting experiential tourism can be maximized by revitalization of domestic tourism according to tourist image and visit satisfaction. In order to achieve this purpose, the four factors of educational motive, experiential motive, cultural motive, and communion motive of experiential tourists who visited domestic experiential tourist destinations, as well as the image of tourist destination, and suggestions for revitalizing domestic tourism through visit satisfaction were proposed. Therefore, the implications of this study are as follows. First, theoretical significance can be found by establishing the concept of domestic experience tourists' visit motives, image of tourist destinations and results related to visit satisfaction in the COVID-19 according to this study. It suggests that it is an essential condition for promoting a new change in which tourists participate in experiential tourism motives in the era of the pandemic by providing experiential tourism programs that are tailored to the level of tourists through research on the image of tourist destinations and their satisfaction with their visit motives. are giving Second, in terms of experiential tourism programs operated by domestic experiential tourism companies, it should be possible to promote the image of a safe tourist destination utilizing the characteristics of untact services that can provide non-face-to-face services. In addition, in an environment where visits to experiential tourism activities are somewhat limited in the era of the pandemic corona, it will help to revitalize domestic tourism and the local economy by expanding the non-face-to-face service to discover and develop direct experience programs in the region.

A Study on the rural Tourism Image Types based Segmentation on Preference Activities : A case of Rural village in Jeju Province (제주도의 농촌관광 이미지 유형별 선호 체험활동에 관한 연구)

  • Kang, Ha-Na;Lee, Jin-hee
    • Journal of Korean Society of Rural Planning
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    • v.22 no.2
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    • pp.141-152
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    • 2016
  • The role of rural towns as a leisure space has recently been increasing with changes in the consumption trends in domestic tourism. Based on the tourists visiting the town of Sunheul-ri, Jocheon-eup, a rural Village in Jeju Island, this study categorized the market according to the images formed by the tourists of rural towns, and analyzed the preferred mode of participation in rural field activities for each category. We analyzed the characteristic factors of the images of rural tourism formed by the tourists, extracted three factors for cluster analysis, and then formed three groups: "Group of Rural Experience Activity" "Group of Rural Environment and Service" and "Group of Rest in the Rural" After analyzing the preferred activity in each image-category group, we found no significant differences among the groups in ordinary activities such as viewing the scenery, experiencing and learning about the natural environment, and culinary experiences. However, there were significant differences among the groups regarding participation in experiential tour programs with the purpose of active tourism. The "Group of Rural Experience Activity" sought to actively participate in various activity programs, whereas the "Group of Rest in the Rural" comparatively had a weaker preference for such active programs. We thus learnt that tourists' preferred activities are different according to the types of images formed by the tourists visiting rural towns. Therefore, to strengthen the competitive advantage of the rural tourist destinations of Jeju Island, it is necessary to provide various activity programs that are appropriate for the rural regions of Jeju and to accord with the expectations associated with each market segment category by positioning the programs according to the characteristics of the images held by the tourists.

Estimating the Utility Value of Boat Fishing Experience Activity Using CVM (CVM을 이용한 선상낚시체험 활동의 효용 가치)

  • Kang, Seok-Kyu
    • The Journal of Fisheries Business Administration
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    • v.47 no.4
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    • pp.45-55
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    • 2016
  • The purpose of this study is to estimate the utility value of boat fishing experience marine tourism activity in Jeju Island's Chagwido. The utility value is estimated by single bounded and double-bounded dichotomous choice contingent valuation method. The contingent valuation method is used to estimate economic values for all kinds of coastal ecosystem services. The method involves directly asking people, in a survey, how much they would be willing to pay for specific environmental services. So, the method has great flexibility, allowing valuation of a wider variety of non-market goods and services than is possible with any other non-market valuation technique. This study collects the effective 504 questionnaires from boat fishing experience tourists in Jeju Island's Chagwido. The results show that the average willingness to pay amount(WTP) is estimated to be about 17,000 Korea won by single bounded and double-bounded dichotomous choice contingent valuation method. This indicates that the utility value of boat fishing experience marine tourism activity is estimated to be about 17,000 Korea won in Jeju Island's Chagwido.

Deep Reinforcement Learning based Tourism Experience Path Finding

  • Kyung-Hee Park;Juntae Kim
    • Journal of Platform Technology
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    • v.11 no.6
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    • pp.21-27
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    • 2023
  • In this paper, we introduce a reinforcement learning-based algorithm for personalized tourist path recommendations. The algorithm employs a reinforcement learning agent to explore tourist regions and identify optimal paths that are expected to enhance tourism experiences. The concept of tourism experience is defined through points of interest (POI) located along tourist paths within the tourist area. These metrics are quantified through aggregated evaluation scores derived from reviews submitted by past visitors. In the experimental setup, the foundational learning model used to find tour paths is the Deep Q-Network (DQN). Despite the limited availability of historical tourist behavior data, the agent adeptly learns travel paths by incorporating preference scores of tourist POIs and spatial information of the travel area.

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A Development Strategy for Rural Villages Based on the Major Factors to Tourism Income (관광소득의 요인별 분포특성에 근거한 농촌마을 개발전략에 관한 연구)

  • Kim, Dae-Sik;Koo, Seung-Mo
    • Journal of Korean Society of Rural Planning
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    • v.10 no.4 s.25
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    • pp.39-44
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    • 2004
  • This study aims to suggest new development strategy for rural villages considering their tourism income. In order to select the several study villages, the present study surveyed roughly the outline for resource characteristics about green-tourism of 83 rural tourist villages introduced on the internet. On the five rural villages, which are Moondang-ri, Yangsoo-ri, Molwoon-ri(Tomato-village), Yongsan-ri(Yongbayi-gol), and Kaya-ri(Ogam-village) located on Chungnam, Kyunggi, Kangwon, Chungbuk, and Kyunggi province, this study surveyed detailed data on the tourism income. The results show that the food sales business in the village makes about 50% of the total village income per year from the tourist, and followed by agricultural products sale, stay in farmhouses, and experience activity in the villages. The average total income of the five villages was estimated 93 million won per year and the average income per household was 1.5 million won in the study villages. The study suggests new strategy with the three kinds of important components for the rural village development considering the analysis results such as the bringing up of human resources for the village management and developing experience program for tourist, the characterization of agricultural products in the village, and the remodeling of village amenity environment for tourists.