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논문 기본 정보

자료유형
학술저널
저자정보
김미연 (서울디지털대학교) 최진원 (버츄얼빌더스)
저널정보
대한건축학회 대한건축학회 논문집 - 계획계 大韓建築學會論文集 計劃系 第27卷 第3號
발행연도
2011.3
수록면
11 - 20 (10page)

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초록· 키워드

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The vision for digital convergence technology and ubiquitous computing, which will eventually largely influence the culture industry as well as the IT industry, has already verged upon us, demanding the introduction of new concepts and ideas. This research aims to explore and analyze the paradigm shift in the trend of technology for creating high-tech service, then suggest a scheme for establishing an experiential theme park by applying new interactive user-centric experiential services that maximized mobility and utilization by combining the technology for building new exhibition environment using digital convergence and ubiquitous technology. When this technology is applied to the active theme park effectively, next six changes are expected to take place. First, new experiential services will appear in many forms due to the development of a variety of interaction and display methods, which will also change the existing experiential halls from closed services to opened services. Second, digital technologies will be transformed multi-dimensionally into the form that can induce visitors to learn the content of the experiential hall more effectively. The technologies may be shared, managed, and be installed according to its need. Third, when the consumable resources can be efficiently used due to the optimized information acquisition and utilization, it is expected that the efficient information exchange between the permanent, experiential hall, various experiential products, and experiential hall users will be available. Consumers will be provided of various situational information for the best efficient experience in real time through all kinds of media contents. Fourth, the experiential environment will be customized and personalized according to the characteristics and needs of each individuals, including the elderly, disabled, and patients. This will improve the quality of life and contribute to creating a customer-centric culture. Fifth, enriching the contents production industry in conjunction with virtual reality UCC production as well as digital convergence content creation companies and authoring tool development companies will be able to induce users to participate in contents creation. Sixth, it will provide a place for companies that develop and produce digital convergence-related technologies to promote and exhibit their products as well as offer the opportunities to exhibit a showcase and progress cooperative projects with contents production companies.

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Abstract

1. 서론

2. 이론고찰

3. 체험형 전시ㆍ테마파크 공간

4. 체험형 전시ㆍ테마파크 공간 및 콘텐츠 사례 조사

5. 디지털 융합 기술을 활용한 체험형 테마파크

6. 결론

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