• Title/Summary/Keyword: 스마트관광정보

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A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

A Study of the Behavioral Intention on Conversational ChatGPT for Tourism Information Search Service: Focusing on the Role of Cognitive and Affective Trust (ChatGPT, 대화형 인공지능 관광 검색 서비스의 행동의도에 대한 연구: 인지적 신뢰와 정서적 신뢰의 역할을 중심으로)

  • Minsung Kim;Chulmo Koo
    • Information Systems Review
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    • v.26 no.1
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    • pp.119-149
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    • 2024
  • This study investigates the antecedents and mechanisms influencing trust and behavioral intentions formation towards new AI chatbots, such as ChatGPT, as travel information searching services. Analyzing the roles of variables such as familiarity, novelty, personal innovativeness, information quality and perceived anthropomorphism, the research elucidates the impact of these factors on users' cognitive and affective trust, ultimately affecting their intention to adopt information and sustain the use of the AI chatbot. Results indicate that perceived familiarity and information quality positively influence both cognitive and affective trust, whereas perceived novelty contributes positively only to cognitive trust. Additionally, the personal innovativeness of new AI chatbot users was found to weaken the effect of familiarity on perceived trust, while the perceived level of anthropomorphism of the chatbot amplified the effects of novelty and familiarity on cognitive trust. These findings underscore the importance of considering factors such as familiarity, personal innovativeness, information quality and anthropomorphism in the design and implementation of AI chatbots, affecting trust and behavioral intention.

A Study on Development of Ocean Leisure-Weather Service Contents in Jeju Region (제주지역 해양레저-기상서비스 콘텐츠 개발 연구)

  • Kim, Jeong-Yun;Park, Ki-Jun;Shin, Hyun-Suk;Kim, Baek-Jo;Park, Gil-Un
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.349-350
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    • 2014
  • 제주는 해양레저의 메카로서 많은 관광객이 찾고 있지만, 전문해양기상서비스 콘텐츠가 부족한 실정이다. 이에 본 연구는 기상청의 기상정보를 활용한 해양레저 기상서비스 콘텐츠를 개발하여 더 나은 서비스를 제공하는데 목적이 있다. 콘텐츠 개발에 앞서 현재 해양레저인들이 이용하고 있는 해외 사이트의 장단점을 살펴보고, 그들의 기상정보 활용실태를 조사하였다. 그리고 설문결과를 참고하여 해양레저 인구가 쉽게 활용할 수 있는 스마트폰 앱 콘텐츠를 개발하였다.

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Tourist Customization Travel Planner (사용자 맞춤 여행 플래너)

  • Heo, Sung-Min;Kim, Jin;Jin, Min Wan;Yoon, Gwanno;Choi, Jongmyung
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.513-516
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    • 2015
  • 여행에서 스마트 폰을 활용하는 경우가 일반화되어 있지만, 대부분의 여행 애플리케이션들은 여행을 테마별 혹은 특정 지역 중심으로 여행객들의 관심 여행지를 추천만 해주는 형태가 대부분이다. 그러나 대부분의 여행객들은 여행 일정을 만드는데 많은 시간과 노력을 필요로 한다. 따라서 본 연구는 사용자가 원하는 코스를 계획하여 좋은 관광명소, 숙박시설을 최소 경비와 최소 시간으로 여행을 할 수 있게 서비스를 제공한다.

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.

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

국내 내항여객선 산업의 현황과 문제점

  • No, Chang-Gyun;Choe, Su-Hwan
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.06a
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    • pp.219-221
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    • 2012
  • 주5일제의 시행 및 국민소득의 증대, 스포츠 레저 및 여가생활에 관심이 집중되면서 여객선을 이용한 관광이 많이 활성화 되고 있다. 입소문을 통한 홍보 뿐만 아니라 인터넷, 스마트폰등을 통한 정보의 공유 및 대중매체를 통한 홍보로 인하여 구석구석의 명소들이 많이 소개되고 있으며, 이를 위한 여객선 사업이 빠른추세로 증가하고 있다. 이처럼 여객의 수요는 증가하고 있으나 그에 맞는 서비스의 개선, 터미널의 보안시설, 선박 및 접안시설의 노후화 및 수송능력의 부족, 여객선 승무원의 고령화, 급작스런 기상악화시의 대처요령, 여객선사의 안전불감증 등은 많은 문제점을 야기하고 있다. 이 논문에서는 최근 5년간의 우리나라의 여객선 사업의 현황을 분석하고 여객선 사업의 문제점에 관하여 다루어 보도록 하겠다.

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Designing Region-specific information provided utilizing crowdsourcing service (크라우드 소싱을 활용한 지역특화 정보 제공 서비스 설계)

  • Kim, Jun-sik;Oh, Ji-yeon;Jo, Min-gi;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.469-471
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    • 2017
  • Those who travel to another area for work or travel acquire cquire information through various media such as Internet websites before going to the area. The way to determine whether the information you collect is reliable is to go directly to that area. However, many users may overlook the date the post was posted. when you arrive at a delicious restaurant for a travel purpose, it can happen that the restaurant is gone. In order for Smartphone Users to be able to provide reliable information about a specific region through an application, it is possible to receive information from a specific local user using the application through crowd sourcing techniques. Collect suggestions from users when there are changes in the same area, rather than accepting indiscriminate information and when duplicate content exists, it is marked on the application map so that it can be viewed by other users. It provides not only simple restaurant information, but also area-specific information such as additional information about tourist attractions or information on restrooms to solve physiological phenomena that may occur in the area where they first arrive. Application users can get information about nearby public facilities and restaurants on a GPS basis.

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Impact of the Characteristics of Docent Mobile Apps on User Satisfaction and Intention to Re-use (박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향)

  • Jung, Da-Wn;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.329-341
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    • 2016
  • With the introduction of smart phones in the late 2000's, the audio guides of museums have been gradually replaced by the mobile apps of smart phones. Although many studies have been already conducted about the mobile apps in the fields of tourism or finance, it is hard to find empirical research on the mobile docent apps. This study aimed to investigate the influence of the various factors of mobile docent apps on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Technology Acceptance Model (TAM), a research model was constructed that consists of information timeliness, information service quality, ubiquitous access, and interactivity, along with the variables of TAM such as perceived ease of use, and perceived usefulness. A survey was conducted at Rodin museum in the United States where all the information about exhibitions is provided over a smart docent app. 210 surveys were collected, and 204 valid ones were used for analysis. The analysis using structural equation modeling revealed that information timeliness, information service quality, and interactivity have significant influence on perceived ease of use; ubiquitous access and interactivity showed significant impact on perceived usefulness. The perceived ease of use and usefulness then had significant impact on satisfaction and intention to re-use.

TTL : An automatic door lock system utilizing time and applications (TTL : 시간과 어플리케이션을 활용한 자동 도어락 시스템)

  • Jung, Jin-young;Moon, Sangook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.900-902
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    • 2015
  • Doors are to be the most basics of our lives from opening, closing and even keeping our property. Hence, doors have been innovated to blend in and make our daily lives more convenient. However, we find it difficult to open and close the doors manually of offices or tour zones, where they open and close at a precise time everyday. To solve this, we added a dimension of time to previous Door Locks. By this, every door with this specific door lock will open and close at a certain time we want them to open or close. Also, through the application you can control the time or use it to open and close the doors remotely. In order to do this, we systemed the door lock time system based on Java Programing language to make it easy to communicate and open or close the doors through smart phone applications, with the C programming language for the ATmega128 which will open and close the doors.

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