• Title/Summary/Keyword: 관람 포인트

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The Numerical Analysis of the Viewing Points Establishment and the Features of the Tour Route in Ondal Cave (온달동굴 지형지물에 대한 관람 포인트 설정 및 관람루트에 관한 수치분석)

  • Seo, Kwan-Ho;Shin, Dong-Won;Jo, Yong-Ho
    • Journal of the Speleological Society of Korea
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    • no.92
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    • pp.55-63
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    • 2009
  • Due to the designated tour route of Ondal cave, it has a specific shape of a tree. The numerical results of Ondal cave's tour route would be suggested as basic data for a comparative analysis between similar caves or a problem identified within the viewing route.

The Network Numerical Analysis of the Tour Route at Cheondong Cave (천동굴의 관람루트에 대한 네트워크 수치 분석)

  • Kim, Won-Jin;Kim, Ji-Ho;Jung, Min-Chae
    • Journal of the Speleological Society of Korea
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    • no.95
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    • pp.77-88
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    • 2009
  • The distribution of Cheondong cave's features is located in the center of the square. Due to its distribution, the tour route of Cheondong cave is spoon-shaped. However, tourists appreciate the features, which have lighting, along the designated route. The network analysis found problems with two characteristics of the viewing points within the viewing route.

The Numerical Analysis of Tour Routes to the Gosu Cave (고수동굴 관람루트에 대한 수치적 고찰)

  • Jung, Min-Chae;Han, Dae-Ho
    • Journal of the Speleological Society of Korea
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    • no.93
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    • pp.43-51
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    • 2009
  • Due to the tour route of Gosu cave's designated route, it has a specific shape of a tree. There are some limitations because of there being no comparable analysis to other caves. However, it will be provided as basic data to do the comparable analysis with similar caves' tour routes, and to understand some problems according to the viewing route.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

A Study on the Influence of Filmmaking Factors and Promotions on the Intention of Watching Movies (영화제작요소와 프로모션이 영화 인지 및 관람의도에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Kim, Hee-Goon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.87-98
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    • 2019
  • This study sought to identify the impact of scenarios, capital, manpower (directors, actors), media promotion, oral communication, and recognition on the intention of watching movies, and to present marketing and policy implications to film producers for ways to revitalize their films. Therefore, the implications of this study are as follows: First, if you watch a movie with a friend or introduce a movie, you should set up a marketing strategy to promote the movie as a oral message to the people around you through double points and free admission at the 10th movie. It will also require the promotion of the scenario to be strengthened so that people around them can recognize it naturally. Second, film production companies will have to improve the quality of their movies by readjusting the distribution of capital in the event of capital investment. In addition, the movie should be encouraged by the oral publicity that the huge amount of capital has enhanced the quality of the movie, as well as pre-experience events to help the audience recognize it. Third, filmmakers will have to choose directors and actors who can digest novel and experimental material over the director's or actor's reputation. Fourth, the movie promotion company should set up strategies to cater to visitors through a contest for ideas for promoting visitors, which can arouse interest among visitors. Fifth, movie promoters will have to set a sufficient promotional period for visitors to be aware of the film in advance. Finally, movie writers will have to create scenarios with a variety of materials that meet the needs of visitors. Also, movie officials will have to develop or create a mechanism for those who watch the movie to practice oral and cognitive skills.

Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.91-97
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    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.