• Title/Summary/Keyword: 가상관광

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Design of Negotiation Agent on B2B & B2C Intelligent Web Model for Travel Products (여행상품을 위한 B2B와 B2C 지능형 통합 웹모델에 따른 협상 에이전트 설계)

  • Kim Song-Young;Choi Seung-Kwon;Ji Hong-Il;Lee Byung-Rok;Cho Yong-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.219-222
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    • 2005
  • E-commercial transaction that use Internet, because can overcome space limit, and connect all the world by real time one if is huge market offer can. Therefore, travel goods purchase action through internet increased too explosively. Did travel agencies which float here upon and is operated and goods that offer negotiation agent in www to consumer and want to consumer to increase authoritativeness for relevant signtseeing goods efficiently buys.

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Production and Innovation Networks of Services in the Long-live Area of Gangwon.Jeju - In Comparison with Honam Region - (강원.제주 장수지역에 있어 서비스기능의 생산연계와 혁신네트워크 -호남 장수지역과의 비교-)

  • Song, Kyung-Un;Jeong, Eun-Jin;Park, Sam-Ock
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.1
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    • pp.97-122
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    • 2006
  • The purpose of this paper is to analyze production and innovation networks of services in the long-live area of Gangwon and Jeju Provinces and to suggest a policy direction for regional development of rural areas where have been neglected in the knowledge-based information society. Four counties in the Honam Region, the long-live belt of Korea and two cities (Jeonju, Gwangju) are surveyed for the purpose of comparison with the Gangwon and Jeju areas. Production and innovation networks of research and supporting activities and tourist services are analyzed based on intensive interview surveys of the regions. The result of the analysis suggests that the innovation networks among the economic actors have considerable impacts on the innovation processes of the service activities and the service functions in the rural area are somewhat developed with local industry after the practice of local autonomy. The processes of innovation networks are progressed differently by the hierarchy of the regions as well as by the function of services such as research and supporting activities and tourist services. The direction of the rural development in the knowledge-based information society seems to be intensifying the networks among the innovative actors and developing virtual innovation networks for the development of rural innovation systems.

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An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Image Mosaic from a Video Sequence using Block Matching Method (블록매칭을 이용한 비디오 시퀀스의 이미지 모자익)

  • 이지근;정성태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.8
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    • pp.1792-1801
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    • 2003
  • In these days, image mosaic is getting interest in the field of advertisement, tourism, game, medical imaging, and so on with the development of internet technology and the performance of personal computers. The main problem of mage mosaic is searching corresponding points correctly in the overlapped area between images. However, previous methods requires a lot of CPU times and data processing for finding corresponding points. And they need repeated recording with a revolution of 360 degree around objects or background. This paper presents a new image mosaic method which generates a panorama image from a video sequence recorded by a general video camera. Our method finds the corresponding points between two successive images by using a new direction oriented 3­step block matching methods. Experimental results show that the suggested method is more efficient than the methods based on existing block matching algorithm, such as full search and K­step search algorithm.

A Study on the Effects of City Brand-Self Congruity on Attitudes toward City and Moderating Effect of City Brand Personality (도시브랜드-자아일치성이 도시태도에 미치는 영향과 도시브랜드개성의 조절적 역할에 관한 연구)

  • Park, Soyoung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.129-137
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    • 2019
  • The purpose of this study is to investigate the effects of the actual self congruity and the ideal self congruity on positive attitudes toward city through fictitious city brand experiments. Additionally, the moderating role of city brand personality in relationship between brand-self congruity and positive attitudes are examined. This research conducted a survey after developing scenarios of two city brand personality. Frequency analysis to identify the characteristics of respondents, t-test to check the experimental manipulation, multiple regression analysis and chow test for hypothesis testing were performed through the SPSS Statistics 21 program. The self congruity of city brand had significant effects on attitudes toward city, but the moderating role of city brand personality was not significant. Theoretical and managerial implications of the findings were discussed and self congruity is an important variable in brand-consumer relationship in city brand. Finally, limitations of this study and future research directions were discussed.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

An Impact of VR Travel Contents on Emotions in Untact Era (언택트 시대 VR여행콘텐츠가 감정에 미치는 영향)

  • Lee, Young-Woo;Joo, Jae-Heum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1538-1544
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    • 2021
  • This study aims to analyze through empirical experiments for the effects of a 360 degree's VR travel contents on stress in the era of COVID-19, as stress has emerged as social problems due to restrictions on freedom of movement. For the empirical experiment, the hypothesis (Happiness level or Depression level or Arousal level will affect the level of stress after watching VR travel contents) was established. As a result, the depression level was adopted while the others were rejected. In order to relieve stress, it is necessary to be careful not to feel depressed, and it was found that even if we can't travel freely, we can reduce stress somewhat with VR travel contents in the untact era. In other words, the emotional state after watching VR travel contents has changed positively. It is hoped that the results of this study will be of some help to the tourism industry and VR production industry, which have been contracted.

Development of Augmented Reality Character System based on Markerless Tracking (마커리스 트래킹 기반 증강현실 캐릭터 시스템 개발)

  • Hyun, Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1275-1282
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, resulting in low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.