• Title/Summary/Keyword: Metaverse Tourism

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A Suggestion and an analysis on Changes on trend of the 'Virtual Tourism' before and after the Covid 19 Crisis using Textmining Method (텍스트 마이닝을 활용한 '가상관광'의 코로나19 전후 트렌드 분석 및 방향성 제언)

  • Sung, Yun-A
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.155-161
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    • 2022
  • The outbreak of the Covid 19 increased the interest on the 'Virtual Tourism. In this research the key word related to "Virtual Tourism" was collected through the search engine and was analyzed through the data mining method such as Log-odds ratio, Frequency, and network analysis. It is clear that the information and communication dependency increased in the field of "Virtual Tourism" after Covid 19 and also the trend have changed from "securement of the contents diversity" to "project related to economic recovery." Since the demands for the "Virtual Reality" such as metaverse is increasing, there should be an economic and circular structure in which the government establishing a related policy and the funding plan based on the research, local government and the private companies planning and producing discriminate contents focusing on AISAS(Attension, Interest, Search, Action, Share) aand the research institutions and universities developing, applying, assessing and commercializing the technology.

Corrected 3D Reconstruction Based on Continuous Image Sets (연속 다중 이미지 기반 3D 생성 모델 보정 기술 개발)

  • Kim, TaeYeon;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.374-375
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    • 2022
  • Recently, Metaverse service has been widely used to naturally communicate with a remote location, freeing from time and spatial constraints. In order to produce such contents, it is necessary to restore and synthesize a 3D model based on real space data. In this paper, a 3D-generated reconstruction model is produced based on continuous images using multiple cameras and a technique to correct the reconstructed 3D model is presented. For this. offline multi-camera setup was performed, errors were analyzed on the 3D model created through images obtained from various angles, and correction was performed using a matching technique between image frames. It is expected that 3D reconstructed data can be utilized in various service fields such as culture, tourism, and medical care.

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A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

A Study on the Acceptance of the 52-Hour Workweek System in Game Industry

  • Chanuk, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.184-194
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    • 2023
  • Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.

3D Painting-based Metaverse Tourism Content (3D 페인팅 기반 메타버스 관광 컨텐츠)

  • Na-Young Kim;Hye-Rin Seo;Young-Eun Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.722-723
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    • 2023
  • 가속화되는 인구 감소와 COVID-19로 인하여 지방 도시 쇠퇴 현상이 심화되고 있다. 한편, 지역 활성화의 핵심 전략이자 수단이 되는 관광 산업은 트렌드에 맞는 새로운 컨텐츠가 부족하여 어려움을 겪고 있다[1]. 본 논문에서는 이러한 문제를 해결해보고자 가상현실(VR)과 증강현실(AR) 기술을 적용한 새로운 관광 컨텐츠를 제안한다. 실제 도시를 3D 모델링 한 배경과 3D 페인팅 기능을 통해 작품 만들기 서비스를 구현하였고, GPS 기능과 AR 카메라를 통해 작품 관람하기 서비스를 구현하였다. 이 프로그램은 메타버스 기술을 적용한 관광 컨텐츠의 사례로써 향후 지방 도시 활성화에 기여할 것으로 기대한다.

Disaster Preparedness Method for Tourism-type Smart City using Metaverse (메타버스를 활용한 관광형 스마트시티의 재난 대비 방법)

  • Kim, Sung;Park, Young-Se;Ha, Young-Seok;Seok, Kwang-Ho
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.415-416
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    • 2022
  • 전주는 가장 한국적인 도시답게 모든 사적과 여 채가 있는 한옥마을의 건물이 모두 목재와 기와로 지어진 한옥으로 밀집되어 있어서 화재와 지진, 풍수해 시에 소방차나 구조차의 진입에 어려움이 있다. 이로 인해 초기 화재 진압 시간이 지연됨에 따라 인명피해와 함께 국보와 사적지가 전소될 수 있어 인명과 문화재 보전을 위해 소방시설의 확충과 안전관리가 절실하게 필요하다. 이에 재난 대비를 위한 방법으로 소방 드론을 활용하는 것이 최적의 방법이 될 수 있다. 본 논문에서는 메타버스 플랫폼인 로블록스를 활용하여 스마트시티-전주를 구현하였고, 소방드론을 활용할 수 있는 드론 소방서를 제안하였다.

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Special Topic: The Impact of ChatGPT in Society, Business, and Academia

  • Kyoung Jun Lee;Taeho Hong;Hyunchul Ahn;Taekyung Kim;Chulmo Koo
    • Asia pacific journal of information systems
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    • v.33 no.4
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    • pp.957-976
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    • 2023
  • ChatGPT has had a significant impact on society, business, and academia by influencing individuals and organizations through knowledge generation and supporting users in locating conversational inquiries and answers. It can transform how people seek answers by combining human-like conversational skills with AI. By eradicating the cumbersome process of selecting from multiple options, users can conduct preliminary research or create optimized solutions. The purpose of this research is to investigate how consumers use ChatGPT and digital transformation, specifically in terms of knowledge development, searching and recommending, and optimizing accessible possibilities. Using many linked theories, we address the potential implications and insights that can be gained from ChatGPT's early stages and its integration with other applications such as robotics, service automation, and the metaverse. Finally, the application of ChatGPT has practical, theoretical, and phenomenological impacts, in addition to improving users' experiences.

A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
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    • v.2 no.2
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    • pp.1-6
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    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.