• Title/Summary/Keyword: experience contents

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A Study on the Chinese Tourists' Expectation and Satisfaction Level of Marine and Fisheries Tourism in Busan (부산 해양·수산 관광지에 대한 중국관광객의 기대 및 만족도 연구)

  • LI, ZHOUYI;Jang, Young-Soo;Park, Jeong-A
    • The Journal of Fisheries Business Administration
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    • v.49 no.4
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    • pp.37-52
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    • 2018
  • Busan is a representative of ocean cities in South Korea, which attracts many Chinese tourists. As a number of Chinese tourists increase, Chinese tourists' evaluations of sightseeing resources in Busan appear extremely important. However, there are few researches on Chinese tourists' evaluations of sightseeing in Busan. The purpose of this paper is to analyze Chinese tourists' evaluations of Busan tourism. Chinese tourists who travel to Busan are chosen as research objects and several aspects including marine, fisheries and general tourism are investigated to evaluate the tourists' overall satisfaction of the tourism in Busan. IPA analysis, factor analysis multiple regression analysis are used for the research. The results are as follows. Chinese tourists' evaluations of the importance and performance level of variables on Busan tourism were significantly different (total 19 of 25 variables) and the performance was lower than importance. This means the outputs of the various Busan tourism elements do not live up to their expectations. The findings show that Chinese visitors have high satisfaction on infrastructures of fisheries tourism (e.g. cleanness of aquatic product tourism facilities and sanitary state on fishery products), but low satisfaction in terms of the contents (e.g. unique cooking method experience of seafood and traditional seafood cooking consumption). The factors of fisheries tourism (e.g. product services of fisheries tourism and the attractiveness of seafood in Busan) never affect their satisfaction and intention to revisit and recommend the city.

Study on the Consumption Status of Beans and the Soybean Food Culture in the Mid-Joseon Period According to Shamirok (조선 중기 두류 수급 현황과 콩 음식 문화 고찰 - 오희문(吳希文)의 『Shaemirok (쇄미록(瑣尾錄))』을 중심으로 -)

  • Kim, Mi-Hye
    • Journal of the Korean Society of Food Culture
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    • v.34 no.3
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    • pp.241-254
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    • 2019
  • This study researched the food culture and bean economy of the Joseon dynasty during the 16th century and according to the primary lifestyle reference "Shaemirok (?尾錄)". The research analyzed the textual contents of the "Shaemirok (?尾錄)". It is clear that the people of the Joseon dynasty produced more beans than grain, at a ratio of 41 to 50, respectively. The soy bean sauce consumption was split into family consumption and non-family consumption. It was evident that there was more family consumption compared to that of non-family consumption at a ratio of 7 to 3, respectively. People of the Joseon dynasty annually recorded their way of making soy sauce from 1595 to 1600. The Joseon writers edited the record six times for making meju and four times for making soy sauce. The recorded ratio displays the ingredients of soy sauce, which were: 6 Du of Mal Jang and 2 Du of salt. Mal Jang and salt had a three to one ratio, respectively. The most mentioned food was Tofu during the mid-Joseon period with fifty six mentions. The Joseon people regarded making Tofu in a Buddhist temple as a family-bonding experience. Porridge was the second most prominent food next to Tofu, among the bean-related food. Porridge appears thirty five times. There were 3 types of porridge named: bean porridge, bean powder porridge and mung bean porridge.

The Effects of Personal and Psychological Factors of Learners on e-Learning Effect and Intention to Reuse (이러닝 학습자들의 개인·심리적 요인이 이러닝 학습효과와 재이용의도에 미치는 영향)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.283-289
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    • 2019
  • This study classifies the characteristics of e-learning learners into personal and psychological factors and examines how they affect the e-learning effects and intention to reuse. For this purpose, a research study was conducted targeting university students at Y and K universities in Gyeongsangbuk-do. As a result, first, the grade, self-control, concentration and self-efficacy of the learner influenced the learning effect of e-learning. Second, learner's grade, e-learning experience, self-efficacy, and learning effect were found to influence e-learning intention. Therefore, the system design and the managerial role of the instructor should be considered in order to develop various contents considering the characteristics of university students and to manage the learning process by themselves. The results of this study are expected to provide effective data for improving the learning effect of e-learning and to provide basic data on individual characteristics of e-learning learners.

Analysis of Some Online Questions with High Frequency about Dental Treatment in Korea

  • Kang, A-Reum;Go, Ye-Eun;Kim, Ka-Eun;Kim, Min-Joo;Kim, Seon-Jeong;Hwang, SooJeong
    • Journal of dental hygiene science
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    • v.19 no.3
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    • pp.190-197
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    • 2019
  • Background: The Internet has advantages in terms of accessibility and amount of information, and the search for health information over the Internet is increasing exponentially. The purpose of this study is to analyze the information generated about some dental treatment on the internet by year. Methods: Naver Knowledge (JisikIn in Korean) which is an interactive search service was selected as the first search site in Korea. Scaling, wisdom tooth extraction, and endodontic treatment that can be paid by Korean health insurance were selected. Finally, 4,729 questions about scaling, 23,963 wisdom teeth extraction questions and 17,733 endodontic treatment questions were extracted. The question contents, the information about the questioner and the answerer, and an error of answers were investigated. Frequency analysis was used and chi-square test was used if necessary. Results: The most frequently asked questions were discomfort and dissatisfaction after the treatment. The need for treatment was the second in questions of the wisdom tooth extraction and endodontic treatment, but the health insurance benefit was the second in dental scaling. Most of the questioners didn't disclose personal information. The public answered the most in 2013~2014, but the highest percentage of the respondents was experts in 2017. Responses were mostly personal experience, but showed a tendency to decrease with years, and professional knowledge showed an increasing tendency. The error of the answer has also gradually decreased. Conclusion: Questions about dental care over the Internet are increasing exponentially, experts are responding increasingly, and errors in answers are decreasing. Nevertheless, it is necessary to pay attention to the related expert group to prevent misinformation.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

Automatic Visualization for Heterogeneous Hologram-Like Systems (이기종 유사홀로그램 시스템 간 콘텐츠 자동 가시화 기법)

  • Kim, Ju-Hwan;Jo, DongSik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1445-1450
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    • 2020
  • Recently, a hologram-like system to provide a realistic experience has been serviced in performances, exhibitions, education. The constructing method for the hologram-like system can be configured in various forms such as a pyramid-typed, a semi-transparent large screen form. However, in various types of hologram-like systems, it is difficult to provide adjustment by changing and revising the content according to the configured hardware characteristics. In this paper, we propose a novel technique that can automatically visualize virtual contents running on heterogeneous hologram-like systems. To change the content to a given hardware configuration, we receive pre-built simple text-based configuration data, and correcting process was performed. According to the results of this paper, we found automatically and easily corrected visualization with the given configuration of the hologram-like system. Also, the problem of reducing the time by manual control in various types of heterogeneous hologram systems was solved.

Development of human rights indicators for dental hygiene students (치위생(학)과 학생들의 인권 실태 지표 개발: 치과의료기관 임상실습을 중심으로)

  • Won, Yoon-Ah;Noh, Hie-Jin;Mun, So-Jung;Chung, Won-Gyun;Park, Bo-Young;Sim, Eun-Bi;Choi, Eun-Mi
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.3
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    • pp.291-300
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    • 2021
  • Objectives: This study aimed to develop human rights indicators through reliability and validity tests in order to measure the human rights situation of dental hygiene students who experience clinical practice at dental clincs. Methods: The basic framework of questions was constructed through literature review. Nine experts were tested for validity of the contents of the experts twice. The main survey was conducted on 121 students in the 3rd and 4th grade who were enrolled in the department of dental hygiene located in Seoul, Gyeonggi and Gangwon-do. Validity was tested through exploratory factor analysis, and reliability was tested through internal reliability coefficient and test-retest method. Results: The cronbach's α value was 0.734, and the Kappa coefficient was 0.584. The result of the reliability and validity test was composed of 11 questions and 3 factors. Conclusions: During the practice of a dental institution, the validity and reliability of the indicators that can grasp the human rights status of dental hygiene students were tested. It is expected that the indicators of this study will be provided an opportunity to understand the human rights situation of dental hygiene students and to improve problems such as human rights violations.

Evolution Path of OSMU: Web-novel and Webtoon (OSMU의 진화 경로: 한국과 중국의 웹소설과 웹툰을 중심으로)

  • Wang, Yiyao;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.119-126
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    • 2021
  • The purpose of this study is to see if cultural contents that are characterized by experience goods have different types of One Source Multi Use (OSMU) phenomena. This study classified original works into web-novels and webtoons, and studied how OSMU evolution paths can be different between the two types of originals. In addition, this study compared Korean and Chinese examples. Using eight original works created between 1999 and 2012, which were later used for OSMU, this study investigated how web-novels and webtoons took different OSMU evolution paths in Korea and China. As a result, this study found that web-novels are more actively used in different formats than webtoons, probably because web-novels can more easily stimulate people's imaginations. In addition, Korea was found to use story-centered OSMU before character-centered OSMU, whereas China showed both types of OSMU simultaneously.