• Title/Summary/Keyword: 관광콘텐츠

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Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

Machine Learning Prediction of Economic Effects of Busan's Strategic Industry through Ridge Regression and Lasso Regression (릿지 회귀와 라쏘 회귀 모형에 의한 부산 전략산업의 지역경제 효과에 대한 머신러닝 예측)

  • Yi, Chae-Deug
    • Journal of Korea Port Economic Association
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    • v.37 no.1
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    • pp.197-215
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    • 2021
  • This paper analyzes the machine learning predictions of the economic effects of Busan's strategic industries on the employment and income using the Ridge Regression and Lasso Regression models with regulation terms. According to the Ridge estimation and Lasso estimation models of employment, the intelligence information service industry such as the service platform, contents, and smart finance industries and the global tourism industry such as MICE and specialized tourism are predicted to influence on the employment in order. However, the Ridge and Lasso regression model show that the future transportation machine industry does not significantly increase the employment and income since it is the primitive investment industry. The Ridge estimation models of the income show that the intelligence information service industry and global tourism industry are also predicted to influence on the income in order. According to the Lasso estimation models of income, four strategic industries such as the life care, smart maritime, the intelligence machine, and clean tech industry do not influence the income. Furthermore, the future transportation machine industry may influence the income negatively since it is the primitive investment industry. Thus, we have to select the appropriate economic objectives and priorities of industrial policies.

Examining News Report Research Trends Using Keyword Network Analyses (국내 뉴스 보도 연구 동향에 관한 주제어 연결망 분석)

  • Cho, Yiyoung;Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.278-291
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    • 2016
  • This study examined research trends via network analyses of keywords appeared in academic research articles about news reports in South Korea during the last 10 years from 2006 to 2015. Keyword network analyses of 4410 keywords from 1108 articles suggested that framing, agenda setting, third-person effect, selective exposure, and uses and gratification were main theories but most studies used framing theory. Research areas included news reports on politics, economics, science, world issues, or tour. However, research on news reports covering culture, sports or daily life were not identified. In terms of media, research on both traditional and emerging media were ample. Research on broadcasting new, online news, and social media were frequently observed.

IoT Platform Service to Support Characters (캐릭터를 지원하기 위한 IoT 플랫폼 서비스)

  • Oh, Won-Hwan;Nam, Kang-Hyun;Pak, Sang-Hyon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.3
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    • pp.643-650
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    • 2018
  • This service uses beacon with BLE technology, and USER APP has priority with Anchor IPS which secures location and device. Since then, it has been linked with character beacons that can be used in various places. The character beacon which is recognized as a service is able to confirm the user's location through API key of the LBS CMS server, and receives various contents services of the UESR CMS server. The service network consists of character beacon, Anchor IPS, USER APP, LBS CMS server, and USER CMS server. The purpose of the service is to promote local tourism and local culture to tourists through local unique characters.

A Study on the Participant's Satisfaction on the Exhibition Service (전시서비스에 대한 참관객 만족도에 관한 연구)

  • Kweon Chang-Hyi;Lee Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.238-247
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    • 2005
  • This study was to analyse participant's satisfaction according to the visiting purpose and experiences on the exhibition service, and also to suggest guideline for new standard evaluation in the operating exhibition service. The implications are as follows; firstly, surrounding environment showed significantly for merchandising & information participant's, and also stay cost & tourism service showed up general visiting purpose participant's. Secondly, it was showed significantly a place for refreshment, fire equipments, and ventilation & heating/air conditioning on the exhibition service. Third, government & exhibition authorized person should provide best environment through satisfaction factors in the exhibition service.

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Study on the Revitalization Plan of Local Festival (지역축제 활성화 요인에 관한 실증연구)

  • Ahn, Hye-Won;Lee, Min-Kyu
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.378-385
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    • 2010
  • The purpose of this study is finding the way of vitalizing local festival of Chung-buk through successful local festivals and local festivals of Chung-buk. Therefore this study analyzed case of local festivals Young dong with reference definitude, participation, foundation, organizing, capability of calling the people. And It is pointing out the problems of the local festivals and suggesting the ways of vitalizing local festival in Chung-buk.

Influences of Franchise Contract Factors to Franchise Contract Satisfaction in Hospitality Service Industry (관광 서비스 산업에서 프랜차이즈 계약 요인이 프랜차이즈 계약 만족에 미치는 영향)

  • Chung, Hyun-Young
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.124-132
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    • 2007
  • In hospitality industry many firms choose the franchise system in order to enlarge their market share and to decrease risks. Small businessmen also accept the franchise contract as a good way of starting their business. With the contract franchisees take advantages of marketing, fiance, and operations from franchisers by paying several related fees or royalties. In this study factors influencing franchisees' satisfaction for the contract were identified. And the study also found that there was a significant difference in the degree of influencing among the factors.

Study on the Revitalization Plan of Local Festival (지역축제 활성화 요인에 관한 실증연구)

  • Ahn, Hye-Won;Ryu, Sang-Il
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.587-592
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    • 2009
  • The purpose of this study is finding the way of vitalizing local festival of Chung-buk through successful local festivals and local festivals of Chung-buk. Therefore this study analyzed case of local festivals Young dong with reference definitude, participation, foundation, organizing, capability of calling the people. And It is pointing out the problems of the local festivals and suggesting the ways of vitalizing local festival in Chung-buk.

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