• Title/Summary/Keyword: 다중체험

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실감 체험을 위한 공간기반 XR 콘텐츠 제작과 언리얼 엔진의 활용

  • Kim, Gi-Tae
    • Broadcasting and Media Magazine
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    • v.27 no.4
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    • pp.59-65
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    • 2022
  • 최근 미디어 발달은 융합된 형태로 구성되고 있으며, 실감 혹은 사실감에 입각한 체험의 양질의 성장이 필요한 시대를 영위하고 있다. 공간을 기반으로 다양한 랜드마크로 미디어의 장르를 표현하고 있으며, 실감미디어는 무한 확장의 개념에서 발달하고 있다. XR(eXtended Reality)의 성장에 따른 융합된 H/W와 S/W를 기반으로 대규모 공간과 다중체험 그리고 수준 높은 그래픽 퀄리티를 요구하고 있으며, 이에 기반한 국내 최초 공간기반 XR 콘텐츠 국립광주박물관의 신한선의 여정의 제작 과정을 소개한다.

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

Trend of Multimedia based Realistic Contents Delivery System (다중미디어 실감 전송시스템 기술동향)

  • Huh, J.D.;Yun, J.K.;Oh, H.W.
    • Electronics and Telecommunications Trends
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    • v.28 no.6
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    • pp.180-191
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    • 2013
  • 사용자에게 현장감, 사실감 및 몰입감을 극대화하기 위해 이미 저작된 실감미디어를 기존 인터넷 기반방송서비스 플랫폼을 활용하여 쉽게 체험형 서비스를 제공할 수 있는 다중미디어를 위한 실감 전송시스템에 대해 기술하고자 한다. 관련 기술로는 실감미디어 전송 미들웨어 기반 미디어게이트웨이 플랫폼. MPEG-V 국제 표준 규격을 준수하는 실감효과 재현 시스템 및 4D 극장, 체험관, 실감게임, 교육, 홈엔터테인먼트, 홈시어터, 스마트홈 등 다양한 분야에 활용 가능하다.

The Effects of Children's Play Activities through Forest Experience on Their Parents' Expectation and Their Multiple Intelligence Improvement (숲 체험 놀이 활동이 유아 학부모의 기대감과 유아의 다중지능향상에 미치는 영향)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.303-311
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    • 2020
  • This study examines the effects of children's play activities through forest experience on their parents' expectation and multiple intelligence improvement. To achieve this, an empirical survey was conducted by applying a structural equation model to 152 parents with children. As a result, first, physical and cognitive factors were adopted, and social factors were rejected in the factors that influence the physical, social, and cognitive factors of children's forest experience play activities on parents' expectation of children's safety activities and concern about fine dust. Second, their physical, social and cognitive factors affected their sociality among sub-factors of multiple intelligence improvement. Their social and cognitive spontaneities significantly affected their sensitivity and creativity improvements. Third, parents' expectation did not appear to play a significant mediating role in the effect of play activity through forest experience on multiple intelligence improvement. This study has confirmed that their physical and cognitive factors of play activities through forest experience are directly affected by their parents' concern about fine dust and expectation of their safe activities, and has suggested that their sociality can be thoroughly learned through various educational programs in daycare centers, which is somewhat far from their parents' expectation of their play activities through forest experience.

다중 체험형 가상현실(假想現實) 디지털헤리티지 콘텐츠에 관한 연구 - 사마르칸트 아프라시압 궁전벽화 유적 멀티스크린형 가상현실 콘텐츠 제작을 중심으로 -

  • Park, Jin ho;Kim, Sangheon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.157-158
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    • 2018
  • 최근 세계적인 VR의 트렌드에 힘입어 가상현실 기술을 이용한 Digital Heritage VR콘텐츠가 속속 등장했다. 그러나 HMD 가상현실 콘텐츠의 단점들이 지적되고 있는데, VR기기가 1대당 1사람만 체험할 수 밖에 없다는 것이다. 이런 HMD VR 체험 인원에 대한 한계성때문에 점차 다수(多數)가 체험할 수 있는 가상현실에 대한 니즈(Needs)가 발생하고 있다. 본 고에서는 기존 HMD VR을 이용한 가상현실 콘텐츠가 아닌 다수(多數) 체험형이 가능한 가상현실 기법을 제시해 향후 박물관 전시관 테마파크등에 적용할 수 있는 보다 대중이 향후할 수 있는 가상현실 기법에 대한 가능성을 제시하고자 한다.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

The Effects of Screen Baseball Experience Factor on Pleasure, Experience Value and Quality of Life Based on Experience Economy Theory (체험경제이론을 적용한 스크린야구장 체험요인이 즐거움, 체험가치, 삶의 질에 미치는 영향)

  • Choi, Seung-Sik;Kim, Hyeong-Geun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.141-152
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    • 2021
  • The purpose of this study is to examine the effects of screen baseball experience factor on pleasrue, experience value and quality of life based on experience economy theory. To achieve the purpose of the study, 366 questionnaires who had experience visiting screen baseball were surveyed. Frequency analysis, factor analysis, reliability analysis, correlation analysis, Multiple regression analysis using SPSS ver 21.0. Results of this study are as follows, First, Experience factors (entertainment experience, escapist experience) were found to have a significant effect on the pleasure. Second, Experience factors(entertainment experience, escapist experience and aesthetic experience) were found to have a significant effect on the experience value. Third, Experience factors(entertainment experience, educational experience and escapist experience) were found to have a significant effect on the quality of life. Through these study results, this suggests that the experience factors of screen baseball users positively influence the pleasure, experience value and quality of life. Therefore, it is necessary to develop an experience factor reinforcement program and expand facilities in order to increase the pleasure, experience value, and quality of life of screen baseball users in the future.

Effects of Ecotourism Village Attributes on Tourists' Satisfaction -Focused on Comparison of Adults and Children- (생태체험마을 속성이 방문객의 만족에 미치는 영향 -성인과 초등학생 비교를 중심으로-)

  • Kim, Kyung Hee;Lee, Sun Min
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.4
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    • pp.909-937
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    • 2014
  • Ecotourism activity is a rapidly growing proportion of the tourism industry as a growing awareness of the natural environment. The purpose of this study was to examine the effects of ecotourism village attributes on tourists' satisfaction focused on comparison of adults and children. For this study, an onsite survey was conducted to tourists of eight ecotourism villages. A total of 506 samples were collected and analyzed using SPSS 20.0. Through factor analysis, three dimensions of selection attribute were identified from 13 variables: 'program service', 'facility' and 'environment'. The multiple regression analysis was conducted to identify the factors effects of ecotourism village attributes on tourists' satisfaction. Whereas 'program service', 'facility' factors among ecotourism village attributes had positive effects on satisfaction in the adults group, 'program service', 'facility' and 'environment' were important factors for children. The study suggested that it was important for ecotourism village managers to develop effective marketing techniques that could have a lasting impact on customer retention.

Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions (여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구)

  • Park, Keun-Soo;Zhao, Li;Kim, Sunyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.644-656
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    • 2018
  • This study focused on relationships among leisure involvement, experience quality and behavioral intention in the urban parks. A total of 335 were collected, and during the data refinement process, 39 questionnaires were eliminated from the study due to partial and inconsistent responses. thus leading to 296 usable questionnaires out of 335. In the final result, 296 questionnaires were coded for the analysis purpose. The hypothesized conceptual model was used to analyze the Descriptive Analysis and Frequency Analysis, Exploratory Factor Analysis, and Multiple Regression Analysis using SPSS 24.0. The result indicated this: residents' experience quality in urban parks depends on more attraction and centrality of leisure involvement than on the self-experience quality of leisure involvement. The results of this study also indicate that not all experience dimensions are important for resulting in positive behavioral intentions to urban parks. The quality of education, esthetic, and escape experience showed a significant predictor of behavioral intentions, while the quality of entertainment experience did not show a significant positive relationship with behavioral intentions.

Influence of Sailing Yacht Experiences Participants of Flow on Satisfaction and Self-Esteem (요트체험 참가자들의 몰입도가 만족도 및 자아존중감에 미치는 영향)

  • Lee, Jae-Hyung
    • Journal of Navigation and Port Research
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    • v.37 no.6
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    • pp.673-680
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    • 2013
  • The purpose of this study is the Influence of Sailing Yacht Experiences Participants of Flow on Satisfaction and Self-esteem relates to the impact on leisure industry, the popularity of korean culture and yacht basis for the realization is to provide. To achieve this study, Busan, Ulsan, Gyeongnam area residents to target marine leisure and marine leisure experiences Academy experienced subjects participated in a total population of 428 people selected for the survey was conducted, data processing method frequency analysis, reliability analysis, validity analysis, a simple regression analysis, multiple regression analysis was used. Than as a result of research methods and data analysis through the conclusions are as follows. First, sailing yacht experience the flow degree of the participants to influence satisfaction were static. Second, the flow degree of the participants experienced sailing yacht self-esteem(general factors, family factors, work factors, social factors) was found to affect the static. Third, sailing yacht experience satisfaction self-esteem of the participants(general factor, family factors, work factors, social factors) was found to affect the static.