• Title/Summary/Keyword: Tour Experience

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A Design of the Tour Experience Augmented Reality using Five Sense Information Technology (오감 정보처리 기술을 이용한 여행체험 증강현실 설계)

  • Jung, Kyung-Hee;Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.198-201
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    • 2011
  • 최근 정보통신 기술의 급속한 발전으로 인간과 컴퓨팅간의 응용 융합 연구가 활발하게 진행되고 있다. 그 중에서도 증강 현실 기술 분야는 인간이 보고 느끼는 현실감을 극대화 하여 인간의 실세계를 가상세계로 아주 잘 표현하고 있다. 본 논문에서는 유비쿼터스 기술을 기반으로 원하는 시간에, 원하는 지역에서, 원하는 정보를 제공받으며 온도나 감촉을 느끼고, 향기를 맡는 등 실제 체감하는 것과 똑같이 여행할 수 있도록 오감인식과 증강현실 기술을 이용한 여행체험 증강 현실이 가능한 설계를 제안한다. 이를 통해 앞으로는 여행하기 위하여 많은 돈과 시간을 들이지 않고도 원하는 지역을 3차원 전용체험관에서 여행할 수 있으며, 어린이 혹은 청소년들이 세계적 박물관을 관람할 경우 현실보다 더 실재감 있고, 현실보다 더 풍부한 정보를 얻을 수 있으므로 유용하게 활용할 것으로 기대한다.

Intention analysis of Sunchang area tourists for local tourism (순창지역 방문객의 지역관광에 대한 의향분석)

  • Yu, Chan-Ju;Kang, Chang-Sik;Jang, Dong-Heon
    • Korean Journal of Agricultural Science
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    • v.40 no.3
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    • pp.261-269
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    • 2013
  • This study analyzed tourists' intention at Gangcheon Mountain, Sunchang-gun for local tourism. The contents of study included impression, characteristics, specialized resources, development direction, intention of visit and its form, destination prior and post visit, travelling expenses, and development form of tourism. The results were as following. Impression and characteristics showed that gochujang and fermentation industry established a strategic ground of local development. Intention of revisit of tourists was relatively high by 97.1%. Furthermore, tourists were mainly family units and they preferred family-based recreational type for the future local tourism development form. Therefore, a development strategy will be required that involves inexpensive accommodation, unique local food items, agricultural-specialty products and local tour packages. For invigoration of local tourism, recruitment of skilled managers for farm village experience will be necessary as well.

Design of a mobile AR-based history exploration game for improving experience of cultural heritage tour - Focused on Buyeo (문화유산 관광 경험 향상을 위한 모바일 증강현실 기반 역사탐방 게임 플랫폼 설계 - 부여를 중심으로)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.379-380
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    • 2019
  • 문화유산이 많은 지역의 경우 관광산업이 지역경제에서 차지하는 비중이 크기 때문에 문화유산을 활용한 지역관광 활성화가 중요한 이슈 중 하나이다. 본 논문은 관광객 유도를 위해 문화유산을 활용한 체험형 콘텐츠를 제공하여 관광 경험을 향상할 필요가 있어 모바일 증강현실을 기반으로 한 역사탐방 게임 플랫폼을 제안한다. 제안하는 플랫폼은 고대 백제의 왕도였던 부여를 배경으로 증강현실로 구현된 역사 속 인물과 만나며 문제를 해결해나가는 방식의 게임 플랫폼으로, 관광객에게 디지털 경험을 제공하여 문화유산의 가치 재발견과 지역관광 활성화를 꾀하고자 한다.

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Effect of Busan Yacht Experience Tourism on the Stress Recovery and Behavioral Intention of Tourists (해양 요트 체험 매력 속성이 스트레스 회복과 행동 의도에 미치는 영향 연구)

  • Park, Seung-Hwa;Jeong, Chul
    • Journal of Korea Port Economic Association
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    • v.39 no.2
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    • pp.111-128
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    • 2023
  • Due to the coronavirus pandemic, interest in outdoor leisure activities is growing. Among outdoor leisure activities, marine sports can be seen as having good conditions to enjoy in Korea. In the case of yachting among marine sports, a number of yacht experience programs have recently been operated centered on Gwanganli and Suyeong Bay in Busan. This yacht experience is an attractive tourism product that can be enjoyed casually, and can bring stress relief to many users. This study tried to verify the effect of the attractiveness of the yacht experience on the stress recovery based on the tourists' experiences using the yacht experience tour. In addition, we tried to verify the intention of revisiting the yacht experience or sharing it with others through SNS through this stress recovery. In addition, as a moderator variable, the difference between the MZ generation and other generations, which use SNS more actively than other generations, was presented and its significance was verified. The survey of this study was conducted online for tourists who experienced yacht experience in Busan. As a result of the analysis, among the attractive factors of the yacht experience, the program, landscape, facilities and service was found to have a significant influence on the users' stress recovery, and satisfaction through stress recovery had a significant effect on the intention to revisit and to share the SNS. In the verification of the moderating effect according to age, a generational difference in revisit intention between the MZ generation and other generations was confirmed. Through this study, it was suggested that various programs of yacht experience should be developed to induce users to revisit, and various marketing using SNS should be carried out.

New Perspective of Forest Recreation Program in Gangwon-do (강원도(江原道) 자연휴양림(自然休養林) 프로그램의 방향(方向) 모색(摸索))

  • Lee, Yong-Gyu;Choi, Jung-Kee
    • Journal of Forest and Environmental Science
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    • v.20 no.1
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    • pp.28-39
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    • 2004
  • This study was carried out to find new perspective of forest recreation program in Gangwon-do. Gangwon-do has now 19 forest recreation sites (national forest 11, public forest 4, private forest 4) where forest interpretation, mountain bike, mountain marathon, mountain ski, forest music concert, various forest class are held. In order to develop the new programs for forest recreation program in Gangwon-do, this study considered culture program, welfare program and education program. For culture program, the experience program in traditional house, the experience in the back region and the experience in special product of mountain village were suggested. For welfare programs, the welfare programs for the old and the handicapped were shown. For education program, forest global village program and personality program were devised. According to introduction of 5 day-work per week, the population for recreation are expected to strongly increase, so Gangwon-do representing the image of tour province should improve continuous concern and various developing programs for forest recreation.

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A Study on the rural Tourism Image Types based Segmentation on Preference Activities : A case of Rural village in Jeju Province (제주도의 농촌관광 이미지 유형별 선호 체험활동에 관한 연구)

  • Kang, Ha-Na;Lee, Jin-hee
    • Journal of Korean Society of Rural Planning
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    • v.22 no.2
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    • pp.141-152
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    • 2016
  • The role of rural towns as a leisure space has recently been increasing with changes in the consumption trends in domestic tourism. Based on the tourists visiting the town of Sunheul-ri, Jocheon-eup, a rural Village in Jeju Island, this study categorized the market according to the images formed by the tourists of rural towns, and analyzed the preferred mode of participation in rural field activities for each category. We analyzed the characteristic factors of the images of rural tourism formed by the tourists, extracted three factors for cluster analysis, and then formed three groups: "Group of Rural Experience Activity" "Group of Rural Environment and Service" and "Group of Rest in the Rural" After analyzing the preferred activity in each image-category group, we found no significant differences among the groups in ordinary activities such as viewing the scenery, experiencing and learning about the natural environment, and culinary experiences. However, there were significant differences among the groups regarding participation in experiential tour programs with the purpose of active tourism. The "Group of Rural Experience Activity" sought to actively participate in various activity programs, whereas the "Group of Rest in the Rural" comparatively had a weaker preference for such active programs. We thus learnt that tourists' preferred activities are different according to the types of images formed by the tourists visiting rural towns. Therefore, to strengthen the competitive advantage of the rural tourist destinations of Jeju Island, it is necessary to provide various activity programs that are appropriate for the rural regions of Jeju and to accord with the expectations associated with each market segment category by positioning the programs according to the characteristics of the images held by the tourists.

Research and Development of Virtual School Life Experiencing Contents Using Virtual Reality Technology in the Untact Era (언택트 시대에 가상현실 기술을 이용한 가상 학교생활 체험 콘텐츠 연구 및 개발)

  • Sim, Jae-hyeok;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.108-114
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    • 2021
  • In recent years, human is experiencing an 'untact' era that has not been existed before. A remarkable features of an untact era is a limited or no interaction with other people and things in a daily life. In order to overcome this special situation, diverse state-of-the-art technologies like ICT technology are being used to give the effect of face-to-face and contact. In particular, Virtual Reality technology allows users to actively interact with virtual environments, objects, and other people, thereby providing effects that are as similar as possible to experience in real life. School freshmen are also experiencing various inconveniences because they are not experiencing the environment or academic management of newly admitted schools in the untact era. This research is a study and implementation of 'Virtual School Life Experience Content' which provides new students to tour campus, to utilize the school buildings facilities, to experience of academic schedules including course registration, and to participate in school events in an environment that is as close as possible to the real campus. Freshmen will be able to easily adapt to a new school through the implemented VR content.

Tourism Experience and Learning: Approach of the Activity Theory (관광경험과 학습의 관계: 활동이론적 접근)

  • Chun, Joo-Hyung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.53-63
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    • 2021
  • As tourists travel to other regions, they encounter numerous facts that conflict with their views. At that time, we change our view of coping with life. In this respect, tourism is a new way of learning. As a new learning method, tourism experience research is a new approach. In this study, the relationship between experience and learning experienced in tourist destinations was analyzed by applying the activity theory. The analysis units applied in the activity theory were set as subjects, goals, communities, roles, methods and rules, outcomes, and relevance to local communities. Based on this, in-depth interviews were conducted with commentators and guides who had a great influence on the tourism experience to analyze the learning process of tourists. As a result of the analysis, the experiences of tourists during the tour were interactive in various forms within the unit as well as the unit of the activity system of the commentator and guide. This interaction induces changes in the tourism experience activity system, enabling tourists to learn. The content is that the value of learning increases as the role of guide and commentator increases, that the social and cultural dimension of tourism experience is included in the learning effect, and the contradictions that arise from interactions within or between activity systems. The fact that they find the solution process themselves, and that tourism activity is not an isolated unit, but exists at the intersection of hierarchies and networks, is affected by the activities and environments of others.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

The Cadaver experience of the nursing students

  • Kim, Jung-ae;Eui-Young, Cho
    • International Journal of Advanced Culture Technology
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    • v.5 no.3
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    • pp.11-23
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    • 2017
  • Anatomy is one of the basic subjects of the nursing course, which is included in the curriculum of the nursing. Anatomy is a basic course for understanding major in nursing and it is the first gateway to acquire expertise. It is mainly opened in nursing and first to second grades. Therefore, students who have advanced to the nursing department have great interest and expectation on the anatomy subjects. In general, nursing students are studying anatomy with theories and models, and some universities practice on tour after dissection of medical consortium for short time. This is called the Cadaver practice. This study was carried out to investigate the thoughts and experiences of bioethics through nursing students' Cadaver practice. The interview data were processed through the analysis and interpretation process using the phenomenological research method, Giorgi method. As a result, 48 semantic units were derived, and then they were divided into 10 subcomponents and divided into 6 categories. As a result of the analysis, the experience of nursing students' bioethics was tied to the topic of six questions. For example, 'what about the respect and responsibility of nursing students in Cadaver?', 'What about your experience with the Cadaver experiment and bioethics?', 'What was the academic achievement of the actual human body structure viewing experience with cadaver?', 'What was the connection with theory?', 'What was your intention to recommend to others?', 'What was your perception and interest in the Cadaver experiment?'. Analyzes were integrated into 10 structures; "Thank you for your donation", "want others to refuse donation", "Burden of practice", "Good opportunities for learning", "Understand better", "Should study harder", "Memory is better", "Compared to theory", "Good experience", "Want to rejoin". The general structural description of the participants' meanings is summarized as follows. Nursing college students who participated in the Cadaver had a gratitude for the donor, but they said they would like to talk to others about donating organs. Before they went to practice, they felt a lot of pressure on the dissection of the cadaver, but they went to the practice and thought that it was a good opportunity to learn by doing well. Specifically, they understood that they had better understanding than the theoretical lesson, and that they were more eager to study their major through practice. In other words, most of them were more memorable and they would like to participate again if the opportunity comes next time. The results of this study show that the practice of Cadaver in nursing college students is very positive in terms of educational effectiveness. However, in terms of bioethics, it can be seen that the education process is somewhat unsatisfactory. Therefore, the systematic bioethics education should be prepared before the practice in the nursing college students' Cadaver practice.