• Title/Summary/Keyword: Spot experience

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Implementation of Realistic Experience Application Contents for Tourist Spots Object Recognition Using Augmented Reality Technology (증강현실을 적용한 관광지 사물인식 실감체험 앱 콘텐츠 구현)

  • Kim, Young Sang;Kim, Young Ick
    • Smart Media Journal
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    • v.5 no.1
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    • pp.122-129
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    • 2016
  • In recent years, the Augmented Reality Technology is improving in order to support the user-oriented interaction depending on growing trend in smart phones. In this paper, we present the Realistic Experience App. Contents which help the smart phone users experience the real situations by using the Object Recognition Technology of the tourist attractions and the users' location information. The developed system pinpoints both the location of the user and that of the tourist spot object through the GPS of the smart phone and the information of Beacon, providing the realistic experience contents about the tourist attraction after estimating the distance and the direction between the user and the place. The Realistic Experience App. Contents are expected not only to impress the culture of Jeju on the tourists but also to increase the potential to uncover the unknown tourist attractions and improve the image of Jeju as one of the best sightseeing cities.

Design of tourist spot application using VR (VR을 활용한 관광지 소개 어플리케이션 설계)

  • Seo, Eui-seong;Jang, Jong-wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.287-289
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    • 2017
  • Recently, hardware, software, and content related to virtual reality (VR) have been increasing. In this paper, we design an application that enables users to experience various sightseeing spots without having to go directly by utilizing the characteristics of making virtual reality such as space, deep sea, etc. Conventionally, two-dimensional images and video were used to acquire and experience information about tourist attractions, but this application enables a realistic experience through three-dimensional images and video.

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Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Uncanny as Aesthetic Experience (심미적 경험으로서의 언캐니)

  • Lee, Joo-eun
    • Psychoanalysis
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    • v.28 no.3
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    • pp.69-75
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    • 2017
  • This paper interprets the work of Hans Bellmer, who took pictures after making a doll and distorting its form, and Diane Arbus, who took documentary photographs of unusual and marginalized people, as uncanny anxiety referred to by Freud. Through these two photographers' works, this paper examined how anxiety was used as an aesthetic strategy, and discussed the uncanny as an aesthetic experience. Uncanny refers to the phenomenon of familiar things being repressed and returning to their original place, or the phenomenon of familiarity being alienated due to repression. The aesthetic strategy of uncanny is used to bring a blind spot in reality that can be easily missed with an ordinary vision into the fore, by allowing for the slight shock to an appreciator. The ultimate goal of uncanny aesthetics is to promote both inner and external changes as well as to expand the scope of imagination, through freely crossing the borders between consciousness and unconsciousness, sympathy and antipathy, and reality and fiction.

Applicability Evaluation of Quantitative Light-Induced Fluorescence-Digital and Cariview in Cries Prediction Study (Quantitative Light-Induced Fluorescence-Digital과 Cariview의 우식예측 연구에 대한 활용도 평가)

  • Lee, Su-Young;Lim, Soon-Ryun;Bae, Hyun-Sook
    • Journal of dental hygiene science
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    • v.13 no.4
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    • pp.403-409
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    • 2013
  • The purpose of this study was to evaluate the correlation between caries experience, Quantitative Light-Induced Fluorescence-Digital (QLF-D) redings and new caries activity test (Cariview) results in preschool children. Fifty-seven healthy kindergarten children (male 28, female 29) were participated this study. The calibrated dentist investigated the caries experience of children and new caries activity test. Cariview samples were incubated in the activated medium at $37^{\circ}C$ for 48 hours. All QLF-D taking and readings were performed by one experienced and trained operator under identical conditions in a dental unit chair located in a darkened room. Analysis range was limited to the maxillary and mandibular anterior teeth. QLF-D redings (white spot and dental plaque) were analysed using QLF system. The dft index had a relatively high correlation with the QLF-D redings (white spot: r=0.617, simple plaque score: r=0.500) (p<0.01). Also, there was significant correlation between dft index and the Cariview score (r=0.286) (p<0.05). However, the Cariview score had no significant correlation between dt index and ft index (p>0.05). QLF-D can be evaluated objectively the initial caries lesions and dental plaque correlated with caries experience. Therefore, QLF-D will be useful to the study of caries prediction.

An Empirical Study on the Influence of Store Entrepreneur's Start up Education and Experience before Start up to Performance of Stores (점포창업자의 창업 전 창업교육 및 현장체험이 점포의 운영성과에 미치는 영향에 관한 실증연구)

  • Kim, Choon Hwa;Kang, Byung Oh;Yun, Hyoung Bo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.3
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    • pp.1135-1147
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    • 2013
  • This study is on the empirical results of correlation between start up education and experience before start up of a self employer entrepreneur with store and performance of the entrepreneur's store. Many latent self employers are lacking in education and experiences for start up. According to the result, first, practical education on start up influenced on entrepreneur's start up skill, and theoretical education influenced on entrepreneur's entrepreneurship. Second, entrepreneur's experience before start up influenced on both start up skill and entrepreneurship. Third, start up skill influenced on both financial and non financial performance of the entrepreneur's store. Finally, entrepreneurship influenced on both financial and non financial performance of the store.

The Promotion of Experiential Marine Sports by Developing aPlan for Fishing Village and Port (어촌·어항을 활용한 해양스포츠 체험관광 활성화 방안)

  • JI, Sam-Up;KIM, Yong-Jae;LEE, Jae-Hung
    • Journal of Fisheries and Marine Sciences Education
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    • v.17 no.1
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    • pp.86-105
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    • 2005
  • The plan of developing a fishing village and port will be indirectly funded by the government. In the short term, there will be five different multi-functional fishing village models which are based on the first industry to attach to the third industry of marine sports experience tourism. In the long run, they have to be reached gradually. The popular scenic spot of the marine sports experience tourism is made by human resources and fundamental installations considering that it must be done in unpolluted water. It is necessary to separate the fish harbor into two sides. One side is an existing fishing industry. The other side is made up of several pontoons for the marine sports equipment of the marine mooring. It is necessary to build facilities, such as the mooring facility, the storage facility, the repair-check facility, supply-cleaning facility, information booth, accommodations, education facility, and a marine culture exchange facility.

A Study on the Evaluation and Improving Measures of Environmental Education Function of City Park - Concentrated on City Park in Seoul - (도시공원의 환경교육 기능 평가 및 개선방안에 관한 연구 - 서울시 도시공원을 중심으로 -)

  • 송영은;양병이
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.238-251
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    • 1998
  • Environmental education, which has been thought as the most fundamental solution to environmental problems, should be performed not only in school but also in home and society with a long-term plan. In line with this, environmental-friendly attitude in daily life should be achieved by the perception of the vital environmental principle-new understanding of relation between nature and human being. It is in the city park that children in urban area, who has little opportunity to contact nature, have rather easier access to nature and realize the principle. Despite such great potential, the city park in Korea has not played its pivotal role because of lack of both facilities and activities. In addition, existing studies on this issue are not satisfactory. Therefore, this study is aimed at analyzing and evaluating city parks' environmental education function, potential and problems according to their types, then offering practical reform measures and programs in order to make students better understand the parks as an everyday natural experience spot. These plans are not based on full-scale revision, instead focuses on optimizing potential of existing natural environment and parks. Additionally, activities to experience various nature are included in the study. The value of city park is not decided by the park itself, but by its relationship with visitors. Environmental education function of city park is not confined to building up facilities and providing programs. It also should be complemented and improved, reflecting visitors' opinions and evaluation of environmental education.

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The Creation of Outdoor Environmental Education Space at an Elementary School (초등학교 옥외 환경학습공간 조성)

  • 방광자;김기현;박성은
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.6
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    • pp.50-61
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    • 2002
  • As recognition and polices for plans to preserve natural resources and to develop environment-friendly space in school education is developed, not only organization of curriculums related to these is required but also facilities for the education are indispensable. Therefore, this study tries to suggest several standards on matters including kinds and scale of facilities and the introduction of species by facilities required for outdoor teaming spaces for environmental education in the elementary school system. The methods of this study include researching various records related to environmental education in elementary school, researching the present condition of outdoor learning space installed and operating in the existing schools by making an on-the-spot survey, and analyzing appearance frequencies of plants and animals displayed in the text. In addition, the actual conditions of the facility use and management were investigate through a questionnaire, We chose and diagrammed a model of the installed facilities by putting the results together. For analyses the investigated eight schools, were categorized as ‘facilities-arranged type’or ‘connection type with ecological park’. The first type distributed and arranged facilities, including meteorological observatory, rocky park, experience-learning area, ecological pond, animal-breeding farm and field-leaning area into appropriate locations according to the site conditions of the school while the second type created a natural learning place by integrating several facilities and arranging areas such as an animal-breeding farm and experience-learning area into appropriate sites. In this study, essential facilities for outdoor learning are classified into ecological park, experience-loaming area, field loaming area, and for natural learning, meteorological observatory, animal-breeding farm, and greenhouse.

Revitalization of Chinese Tourism in Baotu Spring Park of Jinan through Service Design Thinking

  • Feng, SiSi;Yi, Jae Sun;Lee, Ji-Hyun
    • International Journal of Contents
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    • v.15 no.4
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    • pp.50-58
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    • 2019
  • Baotu Spring Park, a must-visit place in Jinan, China, has been rated as the country's highest-level scenic spot by the Chinese government. However, social media that highly reflects public opinions tends to express a lower evaluation of Baotu Spring Park. Thus, this paper employs service design thinking methods to identify the problems of Baotu Spring Park and provide solutions from the perspective of visitors. Based on desk research, tourist behavior tracking, contextual interviews, and a customer journey map, it was found that the service gap of Baotu Spring Park lacks a unified and effective instruction system. Also, the activities, parking, and high-quality tourist souvenirs are deficient, and there is no online information delivery platform. Finally, five suggestions are made,-respectively:,- redesign the sign system, enhance the participation of tourists, redesign the tourist souvenirs and display space, offer parking areas and shuttle buses, as well as set up a dedicated application.