The purpose of this study is to analyze the cultural needs of foreign tourists, to investigate the cultural service elements that can be provided in 'Gamcheon Culture Village', to suggest concrete policy to improve cultural services, and ultimately to cultivate excellent international tourism culture brands in 'Gamcheon Culture Village'. In order to find out the cultural needs of foreign tourists, we conducted a case study on 'Gamcheon Culture Village' among the places where the urban regeneration proceeded. The study period was four months, and basic data were collected from foreign tourists from six countries through literature reviews, interviews and participation observation. Analysis of data was based on urban regeneration, cultural desire and service design theory, and we conducted content analysis. This study presented five cultural service goals of 'Gamcheon Culture Village'. First, it displays and promotes local characteristic culture. Second, it develops and sells cultural products. Third, it brings up a good tourist image. Fourth, it provides an unusual food. Fifth, cultural experience optimization. Through this study, it is expected to help improve the cultural service of 'Gamcheon Culture Village'.
The role of local decentralization and balanced regional development becomes important due to the concentration of population due to urbanization, and the development of tourism contents in local governments is actively being attempted. However, this is largely due to quantitative growth, and it does not offer tourist content that offers a different experience while utilizing regional characteristics. This means that it is important to develop programs and contents that emphasize the identity of the region by cultivating local characteristics and build a different image. However, most of the small regions where characteristic resources are difficult to find have a problem that it is difficult to develop different programs and contents due to relatively few development opportunities and financial constraints. In this study, it was considered that it is effective to analyze characteristic features of the region and utilize the possessed assets as much as possible. Therefore, we propose a service design process that effectively supports ecotourism, one of the regional revitalization plan using local eco - assets. In the process, Venn Diagram Position and Context Map methodology was developed and verified through Sutonggol Observation Path.
A traditional house or a traditional village experience has been on the rise as a form of experiential cultural tourism. But the Oeam folk village, a experiential cultural tourist destination representing Chungcheng-do seems to confront the stagnancy in the part of growth. It has to grow in two sides of quantity and quality. On the ground of this critical mind, 3 assumptions were established after analyzing previous studies. Additionally, market segmentation using satisfaction factors was practiced. In order to verify assumptions, A questionnaire was made and a survey was practiced. Out of statistic analyses, cluster analysis was practiced to do market segmentation targeting people who visit Oeam folk village and regression analysis to verify established assumptions. The assumption 1 was adopted that satisfaction factors influence whole satisfaction. The assumption 2 was partly adopted that satisfaction factors(sightseeing efficiency, sightseeing convenience, traditional house and experience factor) except food and souvenir factor influence behavior intention. The assumption 3 was adopted that whole satisfaction influences behavior intention. These were similar with the results of previous studies. As the result of cluster analysis to confirm the difference of demographic characteristics according to the market, 2 clusters was classified and classified clusters showed the difference of demographic characteristics.
Purpose - The purpose of this research is reflected on the rapid development of online tourism industries. The study was to establish the strategy for Korean tourism enterprises to develop tourist commodities suitable for Chinese tourists and attract them to visit Korea by the empirical analysis of the relation between repurchase intention of tourists and its premise variables (e-service quality, perceived value and satisfaction). Research design, data, and methodology - This research carried out a questionnaire survey on Chinese tourists who visited Korea with experience of using the online travel agency web sites. A total 398 answers were recovered, 41 of them were excluded due to the dishonest answers and 357 of them were finally analyzed. The data was analyzed with IBM SPSS AMOS 22.0. Results - The research results show that in the online travel agency web site e-service quality, convenience, interactivity, information validity, credibility had a positive impacts on perceived value and satisfaction. The perceived value of online travel agency website users has positive impart on satisfaction and repurchase intention. Satisfaction of online travel agency web site users have positive impacts on repurchase intention. But safety has no impact on perceived value while positive impacts on satisfaction was affected. Conclusions - First, in the online travel agency web site e-service quality, safety has no impact on perceived value while it was shown to have positive impacts on satisfaction because the users of online travel agency web sites believe that the protection of personal information, the defense of cracker and the safeguard of payment security are the basic premises of website operation. Although safety does not have impacts on perceived value, users benefits will suffer damage when hacker intrusion and other accidents occur so that online travel agency web sites should not ignore the security concerns. Second, credibility is a major concern for online travel agency web site users. At this time, it is necessary for the web site to establish a system to display both the commodity information and the using experience published on the user's SNS, thus improving the credibility of the website information.
Local food reflects the identity and image of a specific region. It is also a core element for determining tourists' experience of a region. The purpose of the present study was to develop a Jeju food tour package using local foods and estimate the economic value of the suggested tour package using Contingent Valuation Method (CVM). Five food tour packages were developed by researchers. In order to modify and measure the value of each package, an expert panel survey was conducted, and 'package 5' was selected as a food tour scenario for the tourist survey. A survey was conducted on 295 domestic tourists who visited Jeju within the past 10 years in order to evaluate the economic value and feasibility of the Jeju food tour package. A total fo 72.9% of respondents answered that they were willing to pay for the Jeju local food tour, and the willingness to pay (WTP) range was between ₩45,000 and ₩105,000. The primary factors correlated with WTP was food expenses, followed by leisure experience expenses, interest in local foods, education level, visit frequency and age. The WTP of the Jeju local food tour was calculated with the significantly affected factors using stepwise regression model. The result of the present study reveal that tourists' WTP increased with higher food expenses, education level, and age group. The average value of food expenses, education level, and age were substituted into the formula derived from the regression analysis, yielding 58,385.752 KRW as the WTP. The expected economic value created by exploiting the Jeju local food tour was shown to be 700 billion KRW per year, calculated by multiplying WTP of the food tour packages by the number of tourists. This study examined the feasibility and plan of the food tour package to increase the economic value of Jeju local food. In the case of the culinary tour program based on Jeju local food launching, the estimated economic effect was great. Therefore, in-depth research to merchandise the Jeju local food tour program is needed.
Ocean Literacy is an understanding of the ocean's influence on you and your influence on the ocean. This research developed the 7 ocean education model courses using ocean literacy based on the analysis of ocean education programs which executed 23 agencies in Busan. These model courses are combined in the type of indoor theory, indoor experience, field study and field experience. Also, this makes the guide map for ocean education in a 76cm*56cm size to distinguish and choose the course easily. This map is the format combined in geological location and tourist attraction spots in Busan, includes education centers, contents, lead time and so on, and it is possible for educatees to handle their preference and seasonality elastically. This map including ocean education model course is a milestone to activate ocean education, and is helpful to reach the goal of ocean education and to lead ocean professionals. In addition, this research presents the development of teaching materials, training aids to complement the weakness of indoor education, the development of cyber education through making video contents as the activation measures of ocean education.
This study explored ways to make tourism resources based on the historical significance and major legacies of Yesan Imjon Fortress and Hongju Juryu Fortress, the center of the war where the core leadership of Baekje Restoration War was located. After the collapse of Baekje, it looked at the process of the restoration war centered on Imjon Fortress, the main characters, Imjon Fortress and Juryu Fortress, and the legends related to the restoration war. The tourism value of Baekje Restoration War is highlighted in terms of location identity and dark tourism. After reviewing cases of similar characteristics to the Baekje Restoration War, the method of tourism resourceization was presented. The elements of resourceization include characters, battles, relics, places, and name legends. Reproduction strategy, experience strategy, hard branding strategy and soft branding strategy were presented. As an example of the reenactment strategy, the Baekgang Battle reenactment event was presented. Experience strategies include walking and Baekje pottery. As for the hard-branding strategy, installation of sculptures of major characters and upgrading of tourist information signs were suggested. Soft branding strategies raised the need for logo marks, catch phrases, character products, video contents, and story maps through the branding of fortresses related to the Baekje Restoration War.
Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.
This study aims to provide managerial implications for provincial parks through an analysis on visitors' characteristics and motivational factors. The information was collected by surveying 290 visitors. The survey questionnaire consisted of questions regarding visitors' socioeconomic characteristics, characteristics of their travel behavior, visitors' motivation to visit the park, and the degree of satisfaction derived from visiting the park. Results show that most respondents appeared not to collect any information on the park prior to their visit. It was also seen that most visitors do not visit other tourist sites nearby, and are not aware of the Gochang UNESCO biosphere, which indicates that Gochang-gun, which is responsible for park management, needs to make more efforts to promote the park. A factor analysis on the visitors' motivation to visit the park extracted three factors to visit the Seonunsan Provincial Park: 'to hike,' 'to experience and observe nature,' i.e., nature learning field trip and camping, and 'to build and nurture bonding with family and friends.' To examine the effect of these various motivational factors had on the visitors' satisfaction level upon visiting the park, we conducted a multiple regression analysis with the three extracted factors to visit the park and the respondents' socioeconomic characteristics as independent variables, and the degree of recommendation of visiting the park as a dependent variable. The result shows found that, of the three travel factors, only the 'hiking' factor statistically significantly affected the degree of recommendation of visiting the park. This result suggests that the Seonunsan Provincial Park only satisfied hikers and failed to meet the demands for nature experience and observation. It is therefore suggested that the park managers develop new experience-based tourism programs, such as guided tours conducted by professional eco-interpreters.
How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.
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