• 제목/요약/키워드: Immersive Content

검색결과 201건 처리시간 0.024초

A Study on the Medical tourism customized service platform for clinic

  • Ahn, Yoon-Ju
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.238-242
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    • 2021
  • Through diversification of 4th industries and transportation and globalization, tourism was developed for medical purposes, not limited to touring tourist attractions. The trend of medical tourism in Korea is shifting from large and medium-sized hospitals to professional medical services in one area of small hospitals rather than professional medical services. However, small hospitals lack medical coordinators and interpretation services, and tourists who visit Korea for treatment lack information on small hospitals. Therefore, a platform is needed to match small hospitals with medical tourists. In this study, using Platform as a Service (Paas) in cloud computing, clinic administrators can access the app to introduce information about their hospitals with simple manipulations. Tourists also want to propose a customized platform to select the right area for them to check information about small-scale hospitals and choose the treatment and tourist attractions they wants. In this study, using Platform as a Service (Paas) in cloud computing, clinic administrators can access the app to introduce information about their hospitals with simple manipulations.

A Study on Tourist Destinations Recommendation App by Medical Tourism Type Using User-Based Collaborative Filtering

  • Cai, Jin;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.255-262
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    • 2020
  • Recently, medical tourism is recognized as a high value-added industry because of its longer period of stay and higher expenditure than general tourism. In particular, although the number of medical tourists visiting Korea is increasing, the perception of Korean medical services is low. The purpose of this paper is to develop the app which, based on medical tourism type, recommends tourism destinations. Additionally, this proposed app can expand general tourism as well. It can provide tourists with medical information easily by sorting types tourists. Besides, as medical tourists normally stay long, we can take the advantage of post-treatment time. This app collects medical information data and tourist destination data, and categorizes the types of medical tourists into four categories: disease medical tourism, traditional medical tourism, cosmetic medical tourism, and recreational medical tourism. It provides medical information according to each type and recommends customized tourist destinations. User-based collaborative filtering is applied for tourist destination recommendations.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Curatorial Practice Study of Traditional House Building Components Exhibition in Longwan District, Wenzhou in China

  • Pan, Luomin;Jung, Heonyong
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.75-80
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    • 2022
  • This paper examines the traditional house building components through Wenzhou Longwan district traditional residential architectural components exhibition. We found that the exhibition of architectural components of residential buildings has its own characteristics, and the collection, cleaning and organization of the components require a lot of manpower and material resources. This exhibition is based on social hotspots, and the exhibition was curated with flexible use of exhibition halls and content arrangement, allowing the audience to enter into "immersive" nostalgic memories through the experience of being present. In the wave of urban construction and development, the preservation of traditional residential buildings and their components is to inherit the local architectural culture and show the local natural and humanistic spirit.

A Study on the Servicescape Design Strategy of a Dog-Friendly Hotel According to the Convenience Pursued by Consumers

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.242-247
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    • 2022
  • This study analyzes the servicescape of a dog-friendly hotel, which is the most important element of travel with a dog, which is increasing as the types of families diversify, and intends to suggest implications for servicescape strategies to enhance competitiveness in the future. The number of households with companion animals is increasing in line with the aging of the population, changes in the demographic structure due to the rapid increase in single-person households, and increase in income. In order to successfully operate a hotel with companion animals, which cannot have all the facilities like a large hotel, we would like to segment the market according to the user's pursuit of convenience and propose an appropriate servicescape design method.

A study on changes in domestic tourism trends using social big data analysis - Comparison before and after COVID19 -

  • Yoo, Kyoung-mi;Choi, Youn-hee
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.98-108
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    • 2022
  • In this study, social network analysis was performed to compare and analyze changes in domestic tourism trends before and after the outbreak of COVID-19 in a situation where the damage to the tourism industry due to COVID-19 is increasing. Using Textom, a big data analysis service, data were collected using the keywords "travel destination" and "travel trend" based on the collection period of 2019 and 2020, when the epidemic spread to the world and became chaotic. After extracting a total of 80 key words through text mining, centrality was analyzed using NetDraw of Ucinet6, and clustered into 4 groups through CONCOR analysis. Through this, we compared and analyzed changes in domestic tourism trends before and after the outbreak of COVID-19, and it is judged to provide basic data for tourism marketing strategies and tourism product development in the post-COVID-19.

Pipeline Design for Efficient Visual Effects Production

  • Hwang, Min Sik;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • 제9권3호
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    • pp.219-226
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    • 2022
  • The advancement of realistic visual effects technology provides increasingly immersive experiences and consumer satisfaction with content. The explosion and destruction effects in live-action films and animations are some of the most frequently used visual effects, but they are relatively difficult to execute, so it is challenging to make them look realistic. This study tested a method of effectively realizing computer-generated explosions and destruction. Experiments for this study are as follows: first, the interlink according to density accumulation of the fluid; second, the interlink according to the temperature accumulation of the fluid; and third, the interlink according to the distance between the fluid and the involved objects. This study was conducted to identify an optimal solution for producing computer-generated explosions and destruction.

A case study to standardize odor metadata obtained from coffee aroma based on E-nose using ISO/IEC 23005 (MPEG-V) for olfactory-enhanced multimedia

  • Choi, Jang-Sik;Byun, Hyung-Gi
    • 센서학회지
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    • 제30권4호
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    • pp.204-209
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    • 2021
  • Immersive multimedia comprising metadata for five senses can provide user experience by stimulating memory and sensation. In the case of olfactory-enhanced multimedia, a computer-generated smell is combined with additional media content to create a richer and/or more realistic experience for the user. Although several studies have been conducted on olfactory-enhanced multimedia using e-nose and olfactory display, their practical applications have been severely restricted owing to the absence of a related standard. This paper proposes a method to standardize odor metadata obtained from an e-nose system, which has been particularly used to acquire data from different coffee aromas. Subsequently, the data were transferred to an odor display applicable for olfactory-enhanced multimedia using the ISO/IEC 23005 (MPEG-V) data template.

가상현실(VR) 콘텐츠에서 3D 객체의 셰이더 적용에 따른 사이버 멀미 연구 (A Study on Cyber Sickness according to Shader Application of 3D Objects in Virtual Reality Content)

  • 이수열;박선희;배종환
    • 한국멀티미디어학회논문지
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    • 제24권11호
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    • pp.1560-1566
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    • 2021
  • Cyber Sickness, which occurs when using Virtual Reality contents, is the most serious problem in immersive Virtual Reality contents. The purpose of this study is to identify the effects and causes of graphic environmental factors on Cyber Sickness in Virtual Reality contents. To this end, cyber sickness experiments were conducted according to the light source and material settings, which are most commonly used in graphical environmental elements. Cyber Sickness measurements were based on the Simulator Sickness Question(SSQ) tool to derive an index that causes Cyber Sickness As a result of the analysis, the smaller the surface roughness, the higher the degree of Cyber Sickness, and the smaller the surface roughness, the smoother the surface of the 3D object, and many specular reflections from the light source occurred, which was confirmed to be the cause of great Cyber Sickness.

Visual Positioning System based on Voxel Labeling using Object Simultaneous Localization And Mapping

  • Jung, Tae-Won;Kim, In-Seon;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.302-306
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    • 2021
  • Indoor localization is one of the basic elements of Location-Based Service, such as indoor navigation, location-based precision marketing, spatial recognition of robotics, augmented reality, and mixed reality. We propose a Voxel Labeling-based visual positioning system using object simultaneous localization and mapping (SLAM). Our method is a method of determining a location through single image 3D cuboid object detection and object SLAM for indoor navigation, then mapping to create an indoor map, addressing it with voxels, and matching with a defined space. First, high-quality cuboids are created from sampling 2D bounding boxes and vanishing points for single image object detection. And after jointly optimizing the poses of cameras, objects, and points, it is a Visual Positioning System (VPS) through matching with the pose information of the object in the voxel database. Our method provided the spatial information needed to the user with improved location accuracy and direction estimation.