• 제목/요약/키워드: visitors' experiences

검색결과 115건 처리시간 0.027초

온라인 태권도 시범 공연의 플로우(Flow) 경험이 관여도 및 재관람의도에 미치는 영향 : -성인 여성을 대상으로- (The Effect of flow experience of online Taekwondo demonstration on participation and re-visibility : For adult women)

  • 서은미
    • 문화기술의 융합
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    • 제7권3호
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    • pp.415-424
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    • 2021
  • 본 연구는 성인 여성들을 대상으로 온라인 태권도 시범 공연으로 인한 플로우(Flow) 경험이 관여도 및 재관람 의도에 미치는 영향을 파악하고, 온라인 태권도 시범 공연의 활성화 및 관람객 증진, 성인 태권도 수련생 증진을 위한 실질적 자료를 제공하고자 한다. 이에 국기원 태권도 시범단이 공연한 '하이킥' 온라인 태권도 시범 공연을 관람한 관람객 들을 모집단으로 선정하였고, 결과와 논의를 통한 결론은 다음과 같다. 첫째, 여성 관람객들의 태권도 경험 유무로 인한 플로우, 관여도, 재관람의도의 차이는 플로우 하위요인 중 즐거움 요인을 제외한 주변의식, 시간왜곡, 관여도. 재관람의도 요인에서 차이가 있는 것으로 나타났다. 둘째, 온라인 태권도 시범 공연의 플로우(Flow) 요인 중 주의집중, 즐거움, 시간왜곡 요인은 관여도에 긍정적인 영향을 미친 것으로 나타났다. 셋째, 온라인 태권도 시범 공연의 플로우(Flow) 요인은 재관람의도에 긍정적인 영향을 미치는 것으로 나타났다. 넷째, 온라인 태권도 시범 공연의 관여도는 재관람의도에 긍정적인 영향을 미치는 것으로 나타났다.

H 유스호스텔 리모델링 계획 (Remodelling Plan for the Youthhostel H)

  • 이란표
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.59-62
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    • 2007
  • The basic concept for the remodelling of the youthhostel H is to define a rest through the remodelling design. The notion of a rest can be explained better in Chinese character. '休', which means a rest, is the Chinese character that unites two different meanings, the man and the tree or the nature. The intrinsic meaning of a rest,'a man taking a rest under the tree', is applied to the design concept that implies the mutual relationship between the man, the nature and the youthhostel. The design idea for the main areas such as the lobby, the reception, the front, the multi-purposed restaurant and the functionally designed rooms targets the harmony of the aesthetic and the functionality. The diverse space experience which steers the hotel visitors to the reciprocal interrelationship, the exchange of various informations, the comfortable relaxing and the motivation makes it possible to perceive a youthhostel as a space for the various intercourse and the emotional experiences.

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Campers' Place Bonding: a Case Study in Worak-san National Park

  • Shin, Won Sop;Kim, Bum Soo
    • 한국산림과학회지
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    • 제94권2호통권159호
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    • pp.90-95
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    • 2005
  • Place bonding, defined as the extent to which a person values or identifies with a particular environment, has focused as a research topic recently. This paper investigates the dimensions of place bonding for Worak-san National Park campers to enhance managers' ability to address deeper landscape meanings. Worak-san National Park campers (n=416) were surveyed during summer and fall of 2004 to collect the data. Confirmatory factor analysis of the data demonstrated that place bonding was composed of four dimensions such as place identity, familiarity, place dependence and place belongingness. The results of this study can provide valuation information for developing management actions to enhance park visitors' quality of recreational experiences.

박물관에서의 시지각 요소와 관람동선의 상관관계 연구 - 컴퓨터그래픽 응용을 중심으로 - (A Study on the Relationship between Visual Elements and Visitor's Movements in Museum - Focused on the Implementation with Computer Graphics -)

  • 김진규;최윤경
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.144-150
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    • 2003
  • Human being is experiencing the spaces with constant moves. The process of delivering information is worked by vision and perception communications. The aim of this specialized study is to analyze the processes of constructed experiences which visitors may choose the directions in the museum. Abstracting and investigating the recognizable and visual elements, we examine how those elements influence the audiences moving choices which reflect the propensity of people through mostly the experimental research. These cases would show the more effective results with proper harmony of different characters. To analyzing and adapt the recognizable and visual elements which effect the audiences moves from starting point, this research suggests the directions of plans in active spaces which would help the communication between the objects In the museums and people. This research is the basic study of maximizing the communication between audiences and exhibitions.

지역 특산식품을 활용한 치유음식 메뉴 및 상차림 개발 -장성군 축령산 산림치유관광을 중심으로- (Study on Dish and Dining Table Development for Healing Foods Using Local Products -Focus on Forest Healing Tourism at Mount Chungnyeong, Jangseong-)

  • 박연진
    • 한국지역사회생활과학회지
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    • 제28권3호
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    • pp.415-428
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    • 2017
  • The purpose of this research was to develop healing food dishes for the vitalization of forest healing tourism in agricultural areas by enhancing satisfaction of food experiences by visitors to Mount Chungnyeong, Jangseong. Results from site visitation by three professors from food-related departments, association opinions, Jangseong-gun policies, and research materials relating to healing foods were applied for the preparatory experimental cooking, and the final dishes were selected through a food demonstration event. As a result of observation during the site visitation, the main dishes of the subject restaurant appeared to be limited to Samchae Bibimbap, Samchae Ddeokgabi, and Korean set menu items, revealing a limited selection for tourists and referencing a failure to induce customer attraction and long-term stay. Development of a menu conforming to the image of forest healing at Mount Chungnyeong is desperately needed. As a result of applying the results of the surveys from visitors to Mount Chungnyeong, the types of dishes preferred appeared to be Korean table d'hote and Bibimbap, and pork was preferred as the $entr{\acute{e}}e$. The characteristics of preferred dishes appeared to be based on tradition and regionality. Thus, Forest Healing Savory Dish, Yellow Health Dish, and Samchae Kalguksu applying the policy direction of the Yellow City, Jangseong-gun and the image of Jangseong-gun based on Confucianism were developed. Tourists may further enhance the effectiveness of forest healing through foods based on dishes by adding traditional taste using seasonal food ingredients and local specialties, which can contribute to the vitalization of forest healing tourism.

농촌마을 가꾸기 경진대회 참여 마을의 농촌관광 성과분석 -도시민 유치실적과 소득 및 고유 축제를 중심으로- (A Study of Performance of Rural Tourism in the Participating Village to Rural Village Contest - With Special Reference on Urban Visitors and Income, Original Festival of Village -)

  • 박재철;송광인;박천창;김현욱;심재건;이기봉
    • 농촌계획
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    • 제12권3호
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    • pp.107-115
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    • 2006
  • The purpose of this study was to document a phenomenon of rural tourism in Korea by Investigating characteristics of 50 villages that had participated in a competition of 'stimulation of rural village' The results are as follows: 1) The degrees of activation of rural tourism varied according to marketing efforts made by individual provincial(local) government. The results of contest indicated that provinces such as Gangwon-do, Chungnam-do, and Gyunggi-do showed highest performance among other competing local governments; 2) The results revealed that the total profit generated from direct sale of farm products outnumbered profits gained from sales of lodging and foods. This indicated that there is a room for improvement with respect to boosting more sales on lodging and food; 3) The regression analysis indicated a significant relationship between profits earned from sales of experiential tourism product and those from direct sale of farm products(multi-correlation coefficient: 0.38); 4) It was identified that Gyunggi and Ganwon provinces were ranked first in sales of foods and those of lodging, respectively; 5) Finally, it was showed that among the 50 participating villages, only 16 ones hold festivals by means of attracting tourists from outside.

문화적 도시재생을 위한 공공도서관 계획 특성 연구 (An Analysis of the Design of Public Libraries in Culture-led Urban Regeneration)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제26권5호
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    • pp.143-151
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    • 2017
  • This study aims to analyze the design of public libraries which act as anchors in culture-led urban regeneration. They have been built as city's symbols as well as catalysts to revitalize city centers and urban spaces since the 1990s. This study finds that the public libraries play roles in the urban development as cultural icons, multi-functional spaces, and public domain. This study examines the five examples of the libraries and finds their important design qualities as follow. First, public libraries are planned to symbolize local culture and history as cultural icons. The shapes of public libraries are expressed with sculptured cultural icons, while their facades are designed to signify cities' identities and images. Second, public libraries in culture-led urban regeneration have multi-functional spaces which provide diverse activities and experiences to visitors. The libraries often have galleries and theaters for cultural life, cafes and shops for daily uses, educational facilities, as well as public services, parking, and transport systems that connect to urban infrastructure. Third, the public libraries become the anchors of surrounding public spaces and cultural buildings. The libraries have the sequences of approach from entry plazas, transitional zones, and entrances to lobbies. Especially the transitional zones between the libraries and the cities that are covered with giant cantilevers expand the libraries' space and establish attractive urban spaces. Forth, the libraries employ nature and cityscapes in their design. The surfaces and openings of the libraries are adjusted to allow many attractive views to visitors. Fifth, the libraries have big lobby spaces which are the centers of the buildings as well as the public domain. The lobby spaces are designed as in-door spaces like out-doors with vertical and horizontal openness that allow the natural flows of light from ceilings, glass walls and vertical voids.

미동산 산림환경 생태원 설계 (Design of Midongsan Ecological park)

  • 김현
    • 한국조경학회지
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    • 제30권5호
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    • pp.89-97
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    • 2002
  • This report describes the first prize design of Midongsan Eco-park, which is located in Chungcheongbuk-do (North Chungcheong) province. Criteria of the winning design are as follows: 1) The design should include a neighborhood park as well as a portion of a green zone, in order to harmonize the area ecosystem, gradually assimilate the surroundings, and serve as an education tool for the public. 2) According to an analysis of area maps and a site-inspection, a preserved area, a buffer area, a restored area, and a developed area should be developed. In the buffer and restored areas, major facilities and activity spaces should be set up. 3) Observation trails should be accessible to visitors, and a variety of adventure programs should be available. 4) The eco-park should be designed to provide a habitat for the Gorani (Chinese water deer) which used to live around Midongsan. 5) For sensuous and vivid visitor experiences, diverse programs are to be designed to accommodate different seasons, visitor ages, and required time. Environment and eco-education are to be emphasized to maximize the effect of the eco-programs. 6) Optimal activities for visitors of different ages, optimal time intervals and eco-programs by age are also suggested. 7) Facilities are zoned into three sections according to level of development. Each section has a main area and supplementary areas for better understanding. 8) Nature-friendly arrangement of facilities and construction should minimize earthwork and adverse effects on the local ecology. Throughout the planning, the following things were learned: longer-term analysis including all season's observation is essential; planning, designing, bui Iding and managing should be based on this careful, extended observation. The contest should have taken plate over a longer period of time in order enable more detailed planing of the eco-park For improved management and activities, a volunteer system in linked with schools eco-institutions and NGOs should be developed with eco-interpreters.

몰입경험구조 결정 요인연구: 한류 브랜드 몰입경험을 중심으로 (A Study on Flow Experience Structures of Korean Wave Tourists: Focused on Effect Model of Flow)

  • 이태희;유재경
    • 국제지역연구
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    • 제13권3호
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    • pp.461-480
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    • 2009
  • 본 연구는 한류로 인해 한국의 문화와 엔터테인먼트에 대해 고도의 관여도를 보이는 한류관광객을 대상으로 몰입(flow)의 결정요인과 몰입(flow)정도, 각 몰입(flow)요인간의 경로 등을 규명하여 한류의 성장과 지속의 전략과 이론적 근거를 도출해내고자 하는 것을 연구목적으로 한다. 이 연구목적의 달성을 위해 첫째, 관광활동의 새로운 패턴으로 부각되는 방문 혹은 잠재적 한류관광의 현황과 문제점을 파악한 후에 한류관광객을 대상으로 한류브랜드에 대한 몰입(flow)경험의 결정요인을 도출한다. 둘째, 도출된 몰입 결정요인들이 몰입(flow)을 경험하기 위한 단계별 과정에서 어떠한 상관관계를 갖는지 밝혀내고 그 관계를 검증한다. 셋째, 한류를 통한 한국 방문동기나 관여정도가 한류에 의해 유발된 관광활동이나 몰입경험과 어떤 상관관계를 갖는지 구조적으로 살펴본다. 넷째, 제시된 몰입경험구조 모형의 실증적 영향력 검증을 통하여 한류 브랜드의 몰입경험구조를 파악하고, 이에 따른 모델의 적합성과 타당성을 검토한다. 다섯째, 한류 시장의 몰입단계별 관광 마케팅 차원의 객관적 자료를 도출하여, 한류 브랜드의 성장에 필요한 한류에 대한 몰입효과 유지 및 증대를 도모할 수 있는 방향성을 제시한다.

Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1075-1084
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    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

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