• Title/Summary/Keyword: 콘텐츠체험

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등대해양문화공간 스토리텔링에 따른 실질적 적용과 활성화방안 연구

  • Kim, Seong-Il
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.10a
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    • pp.443-447
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    • 2013
  • 홍보관, 영상관, 야외공연장 등 체험하며 소통할 수 있는 해양문화공간으로 조성하여 지역의 체계적이고 독자적인 문화콘텐츠를 연구하며, 지역 특성에 맞는 스토리텔링을 개발하고 지역경제 활성화와 등대만의 고유한 해양문화 관광 콘텐츠를 개발하는 것을 목적으로 한다.

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Attitude cahnge toward the elderly after senior simulation; Qualitative Study using NVivo 10 (노인유사체험 후 노인에 대한 생각 및 태도 변화; NVivo를 이용한 질적연구)

  • Lee, Su-Young;Lim, Soon-Ryun
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.435-436
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    • 2014
  • 본 연구는 노인 유사체험 후 노인에 관한 생각이나 태도 변화를 알아보고자 NVivo 10 프로그램을 이용하여 연구참여자의 주관적인 응답을 토대로 단어 나무와 단어 빈도를 파악한 질적연구이다.

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콘텐츠라인- 세계 디지털돔영상 페스타

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.132
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    • pp.72-73
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    • 2004
  • 한국정보문화진흥원이 운영하는 정보통신체험관‘IT월드’(과천 서울대공원내)에서 지난 4월 3일부터 11일까지 미국 자연사박물관, 영국 내셔널 스페이스센터, 스페인 아일라 메지카 등 선진 체험학습관에서 제작해 선보여 왔던‘세계 디지털 돔영상 페스타’를 개최해 가족단위 관람객들이 몰려 매회 매진사례를 기록했다.

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A Study on Distance Accuracy in the Realistic Augmented Reality Smart App. (실감체험 증강현실 스마트 앱에서 피사체 거리 계산 정확성 연구)

  • Kim, Young-Sang;Kim, Hyu-Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1378-1381
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    • 2013
  • 가상현실 체험형 콘텐츠는 컴퓨터를 이용하여 만들어낸 가공의 상황이나 환경을 사람의 감각 기관을 통해 느끼게 하여 사용자가 몰입감을 느끼고 상호작용하게 하는 기술이다. 본 연구에서는 스마트폰에서 LBS, Push 기술을 활용하여 증강현실 및 실감체험 기능이 있는 앱 실행 시 사용자 의도에 따른 콘텐츠 제공이 매치되기 위한 방안을 제안하였다. 그 예로 임의의 관광지에서 실제 피사체와 피사체를 비추는 스마트폰 카메라 화면속의 이미지가 일치되었을 때 카메라와 피사체간의 거리를 정확히 계산하는 방법으로 코사인 법칙 및 카메라 초점거리를 이용한 거리계산 방법을 제시하였다.

A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.221-247
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    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.

Tourist Destination Storytelling using Popular Culture Contents (대중문화 콘텐츠를 활용한 관광지 스토리텔링)

  • Choi, In-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.396-403
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    • 2008
  • This paper is to develop tourist destination storytelling strategy using popular culture contents. Place is the result of meaning construction process. Especially discourse plays an important role in the social construction. Discourse generally consists of printed materials, auditory discourse, and visual discourse. For social construction of a tourist destination, discourse may be supplied by the media, or the tourist. In the tourist destination storytelling's view, strategies are composed of extending of tourist destination mania, circulating nostalgia for tourist destination, developing experience circumstances of popular culture tourist destination, making tourism story networks, making tourism storytelling process, and cultivating tourism experts of popular culture.

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

Evaluation for Express of Brand Identity in Brand Experience Spaces -Mainly with Analysis on Domestic 4 Brand Experience Space- (브랜드체험관에서의 브랜드 정체성(BI) 표현에 관한 연구 -국내 4개의 브랜드 체험관을 중심으로-)

  • Lee, Seung-Yun;Kim, Bo-Yeon
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.427-434
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    • 2017
  • The purpose of this study is to analyze the BI elements of expression for four brand's experience spaces in Korea and propose a direction for improvements for such spaces. I started with the theoretical background of nowadays brand marketing and experiential BI elements through literature researches, and then researched the property of spatial expressions to analyze BI elements. Based on this research, I analyzed four domestic brand experience spaces. As a result, brand experience spaces must clearly express the brand image of the company through various contents and situations to effectively communicate and improve BI expressions. Also, they need long-term experience contents for sustained relationships rather than short-term experiences. I expect this study will be a good resource for BI expression research in brand experience spaces. I also believe that this study can guide other studies about BI expression in other fields.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.