• Title/Summary/Keyword: 스마트관광 콘텐츠

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Development of Smart Phone Application for the Safe Operation of Inland Vessels (내수면 선박의 안전운항을 위한 스마트폰기반 어플리케이션 개발)

  • Jo, Byung-Wan;Lee, Yun-Sung;Kim, Do-Keun;Kim, Jung-Hoon;Kim, Kil-Yong
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.442-454
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    • 2016
  • Recently, due to the increment of national income and the living standard of citizens, the leasure business has been dramatically expanded. Among the business, inland water activities such as cruise tour or water taxi have drawn attention from the people. As more people come for a new pleasure, the frequency and the number of services continues to rise yet the safety of people values less recently. In fact, the number of relating accidents also has risen accordingly. In order to prevent such accidents in inland waters, the vessels' real time voyage data, the advanced warning system and the emergency rescuing system are required. In this paper, we have developed navigation guiding application for safety of passengers and vessels in inland waters. Navigation guiding applications not only provide Inland Electronic Navigational Chart(IENC) and vessel information but also allows communication between traffic service center and nearby vessels in case of an emergency situation. In order to implement Navigation guiding applications, developing Inland Electronic Navigational Chart was inevitable. Therefore, IENC of Han River, has developed based on measuring the water depth using multi-beam echo sounder system.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Study on Deriving a Regional-based Direction for a Library Living Lab to Solve Local Community Problems (지역사회 문제 해결을 위한 도서관 리빙랩에 관한 지역기반 방향성 도출 연구 - 충주시의 지역사회 문제를 중심으로 -)

  • Noh, Younghee;Baek, Min-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.5-24
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    • 2021
  • This study intended to look at the Library Living Lab to solve community problems. To this end, this study investigated cases outside of the country and investigated various aspects of Living Lab's application to solving community problems. In addition, a survey was conducted on residents of Chungju to find areas where libraries can contribute to solving problems in the community and investigate the need. As a result, residents generally responded that "Library Living Lab," in which libraries participate in living lab activities in various fields, is needed to solve problems in the community. It shows that the range of services and activities that the library can provide can be expanded to the community and can be an innovative measure for library services that can solve almost all problems in the community through the Library Living Lab.

Analysis on Life Condition and Needs for Welfare Service of Women with Disabilities in Adult in Gyeongbuk (경북 성인 여성장애인 생활실태와 서비스 욕구 분석)

  • Park, Ju-Young;Kim, Dong-Hwa
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.229-244
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    • 2018
  • The purpose of this study was analyze life condition and needs for welfare service of women with disabilities in adult in Gyeongbuk. And to suggest ways to support effective. Method was conducted a questionnaire survey of 465 subjects. The results of this study was as follows: First, The women with disabilities in young adults was two generations, one children, high school graduate, spouseless, mental disabilities. Also, The needs for welfare services about economic activities and employment was high. Second, The women with disabilities in middle-age people was two generations, two children, high school graduate, spouse, physical or cerebral palsy disabilities. Also, The needs for welfare services about daily activity support, economic activities, employment and pregnancy, childbirth, childcare was high. Third, The women with disabilities in older adults was single-person household, three children, elementary school graduate, spouseless, physical or cerebral palsy disabilities. Also, The needs for welfare services about health and medical care was high. Finally, They needs support in economic activities, employment and daily activity support and pregnancy, childbirth, childcare, and health, medical care. Based on this, Suggestions for effective support were suggested.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Developing English Proficiency by Using English Animation (영어애니메이션을 활용한 영어 의사소통 능력 향상에 관한 연구)

  • Jung, Jae-Hee
    • Cartoon and Animation Studies
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    • s.37
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    • pp.107-142
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    • 2014
  • The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.

A Study on Image Recognition of local Currency Consumers Using Big Data (빅데이터를 활용한 지역화폐 소비자 이미지 인식에 관한 연구)

  • Kim, Myung-hee;Ryu, Ki-hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.11-17
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    • 2022
  • Currently, the income and funds of the local economy are flowing out to the metropolitan area, and talented people, the driving force for regional development, also gather in the metropolitan area, and the local economy is facing a serious crisis. Local currency is issued by local governments and is a currency with auxiliary and complementary functions that can be used only within the area concerned. In order to revitalize the local economy, as local governments have focused their attention on the introduction of local currency, studies on the issuance and use of local currency are continuously being conducted. In this study, by using big data from data materials such as portals and SNS, the consumer image of local currency issued in local governments was identified through big data analysis, and based on the research results, the issuance and operation of local currency was conducted. The purpose is to present implications for The results of this study are as follows. First, by inducing local consumption through the policy issuance of local currency, it is showing the effect of increasing the economic income of the region. Second, local governments are exerting efforts to revitalize the economy and establish a virtuous cycle system for the local economy by issuing and distributing local currency. Third, the introduction of blockchain technology shows the stable operation of local currency. With academic significance, it was possible to grasp the changed appearance and effect of local currency through big data analysis and the policy direction of local currency.