Purpose: The coronavirus pandemic has affected the tourism industry in a big way. The travel industry suffered intense damage from the pandemic and procedures acquainted to containing its spread because the pandemic outbreak has led to a decline in the number of tourists and a change in their behavior. At this point, this research is to investigate adequate solutions for tourism industry to overcome the crisis in a post-Covid 19 era. Research design, data and methodology: The current author gathered data from each included study to analyze and summarize the evidence when conducting a literature analysis. This stage involves gathering and reviewing intricate texts databases for the meta-analysis. Results: The current author found total five solutions from numerous literature contents, suggesting how to overcome the crisis in a post-Covid era for tourism industry. Solutions as follows, (1) Drawing beginning illustrations, (2) Introducing Government Backing Programs, (3) Increasing Promotion of Tourism Destinations, (4) Enhancing Safety and Security Measures, and (5) Improving Infrastructure and Facilities. Conclusions: This research suggests that although the global economic recession leads to reduced demand and intense competition from other sectors, the tourism industry will be well positioned to weather these challenges if practitioners of tourism organizations follow five solutions of this research.
International Journal of Advanced Culture Technology
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v.12
no.1
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pp.270-275
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2024
Introduction. In this study, purpose is to analize the types of golf tourism, inbound or outbound, by using big data and see how movement of industry is being changed and what changes have been made during and after Covid-19 in golf industry. Method Using Textom, a big data analysis tool, "golf tourism" and "Covid-19" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 1 st January, 2023 to 31st December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "golf tourism" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, top 36 keywords with the highest relevance and search frequency were selected and applied to this study. The top 36 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. Results By using big data analysis, it was found out option of oversea golf tourism is affecting on inbound golf travel. "Golf", "Tourism", "Vietnam", "Thailand" showed high frequencies, which proves that oversea golf tour is now the re-coming trends.
In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.
As the tourism industry recovers post the COVID-19 pandemic, an increasing number of tourists are utilizing various platforms to leave reviews. However, amidst the vast amount of data, finding useful information remains challenging, often leading to time and cost inefficiencies in selecting travel destinations. Despite ongoing research, there are limitations due to the absence of ratings or the presence of different rating formats across platforms. Moreover, inconsistencies between ratings and the content of reviews pose challenges in developing recommendation models. To address these issues, this study utilized 7,104 reviews of tourist spots in Jeju Island to develop a specialized satisfaction index for Jeju tourist attractions and employed this index to construct a 'Rating Prediction Model.' To validate the model's performance, we predicted the ratings of 700 experimental data points using both the developed model and an LSTM approach. The proposed model demonstrated superior performance with a weighted accuracy of 73.87%, which is approximately 4.67% higher than that of the LSTM. The results of this study are expected to resolve the discrepancies between ratings and review contents, standardize ratings in reviews without ratings or in various formats, and provide reliable rating indicators applicable across all areas of travel in different domains.
Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.
Purpose: After the Crona Pandemic, all countries are interested in developing various programs to attract tourists. In order to activate the attraction of tourists, it is necessary to discover the information needed by tourists and provide the information based on the visitor's location. Method: This research proposes a system configuration method for creating tourist-oriented tourism contents information. To this end, it creates GIS and QR code-based content and provides necessary information from the tourist's current location. In addition, by using QR codes installed at various points, it provides travel time and other destination information from the current location, and AR image information based on QR codes. Result: The existing tourism content system provides information using a fixed location-based QR code. This research creates and provides customized tourism information based on the location of tourists by generating GIS-based QR codes. Conclusion: This research aims to contribute to the construction of a new tourism information contents and the activation of tourist-oriented tourism information provision.
Journal of the Korean Institute of Landscape Architecture
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v.39
no.3
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pp.64-73
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2011
This study starts from the hypothesis that the information society has affected the layman's interpretation and production of content. Specifically, the manner and contents of communication concerning the landscape of Soonyoo-do Park in blogs are surveyed and the possibilities and limitations of this phenomenon are discussed. The following topics are dealt with. Firstly, what is the landscape of Seonyoodo Park as captured by bloggers? What type of landscape do bloggers respond to? Secondly, what is the unique way that bloggers capture and interpret the landscape? Thirdly, What are the possibilities and limitations discovered from the landscape as captured and interpreted by bloggers? Thus, 1,000 blog posts concerning Soonyoo-do Park, as culled from the Internet, were categorized into three areas, First are blog posts browsed by keywords such as 'photo', 'a photographer's visit', 'a good p1ace for taking photos', and 'landscape'. These are focused on the visual aspects of the landscape. The second category is posts under the keywords 'domestic travel', 'Seoul travel', 'travel', and 'recommendation'. They contain introductory information on Seonyoodo Park; that is, they focus cm the more utilitarian functions of Seonyoodo Park as a place. The third one is posts that record personal experiences. The subjects for photography are the bloggers themselves and their companions. As a result of studying the way bloggers deal with landscape, it was found that first, people have developed the ability to capture the landscape and interpret the landscape actively and independently. This process can be regarded as the reproduction of landscape and place. In addition, the recording of their appreciation and feeling overlaps with evaluation and assumption. One negative aspect, however, is that many bloggers dramatize and repeat similar scenes. This can be seen as a make-up of image. The limitations of this study include difficulty in interpretation because blogs, which are the objects of this study, are very subjective and personal. In addition, it was not easy to categorize posts because there were diverse images and a broad range of writing. Nevertheless, practitioners of landscape architecture should continue to monitor and use one-person media like blogs, because the relationship between modern man and the landscape can be better understood through them.
As the travel industry grows and becomes increasingly more competitive, municipal governments have undertaken great efforts to maximize limited resources and develop their local economies by initiating and developing cultural festivals. Such festivals and events have become an efficient mechanism to enhance their image, increase tourism, and ultimately, stimulate their economy. However, marketing efforts to scale globally typically falter due to various factors: lack of originality, poor quality of contents, and a scarcity of competitive power. Hence, I wish to propose a model for developing cultural semiology and visual literacy, with storytelling utilized as a means of strategically illustrating local cultural festival contents. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.
This study aims to create a video-commerce website that uses video for Vietnamese consumers. First of all, we completed the persona by conducting understanding questionnaires, in - depth interviews, and analysis of prior research to understand the content interest and understanding of Vietnamese consumers, purpose of website use. Persona results: First, make it easy for Vietnamese and Korean people to interact with each other by creating a contact menu. Secondly, it would be provided various information about K-pop, Korean fashion, Korean makeup(cosmetics), Korean food, Korean travel, Korean, etc., which Vietnamese people are interested in. Third, it makes it easy to purchase the products that are shown in the video that they watch.
Journal of information and communication convergence engineering
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v.18
no.2
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pp.123-131
/
2020
After observing that most tourists plan to complete their visits to multiple cultural heritage sites within one day, we surmised that for many museum visitors, the foremost thought is with regard to the amount of time is to be spent at each location and how they can maximize their enjoyment at a site while still balancing their travel itinerary? Recommendation systems in e-commerce are built on knowledge about the users' previous purchasing history; recommendation systems for museums, on the other hand, do not have an equivalent data source available. Recent solutions have incorporated advanced technologies such as algorithms that rely on social filtering, which builds recommendations from the nearest identified similar user. Our paper proposes a different approach, and involves providing dynamic recommendations that deploy social filtering as well as content-based filtering using term frequency-inverse document frequency. The main challenge is to overcome a cold start, whereby no information is available on new users entering the system, and thus there is no strong background information for generating the recommendation. In these cases, our solution deploys statistical methods to create a recommendation, which can then be used to gather data for future iterations. We are currently running a pilot test at Chao Samphraya national museum and have received positive feedback to date on the implementation.
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