A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)
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- Archives of design research
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- v.20 no.3 s.71
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- pp.151-162
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- 2007
How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.
The purpose of this study was to analyze scientific thinking types and processes generated in inductive inquiry by college students. Subjects were three college student. Three inductive tasks were developed: Caminalcules set I which is a task consisted of 6 imaginary animals, a potato task which is a task about the interaction between juiced potato and
The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by
The authors developed 28 needs assessment tools for integrated assessment centered on needs, which is the core element in care management for the elderly in home. Also, the authors collected the assessment data of 676 elderly persons in home from 120 centers under the Korea Association of Senior Welfare Centers by using the needs assessment tools, and finally developed needs extraction algorithm through decision tree analysis in data mining to identify their actual needs and provide social welfare service suitable for such needs. The needs extraction algorithm for 28 needs of the elderly in home are summarized in