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논문명 디지털 융합 기술을 활용한 체험형 테마파크 구축 방안에 관한 연구 / Developing the Active Theme Park using Digital Convergence Technology
저자명 김미연(Kim Mi-Yun) ; 최진원(Choi Jin-Won)
발행사 대한건축학회
수록사항 대한건축학회논문집 계획계, v.27 n.3 (2011-03)
페이지 시작페이지(11) 총페이지(10)
ISSN 12269093
주제분류 도시
주제어 디지털 융합기술 ; 체험형 테마파크. 사용자 중심적 콘텐츠 ; 맞춤형 정보//Digital Convergence Technology ; Active Theme Park ; User-centered Contents ; Optimized Information
요약2 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.
소장처 대한건축학회
스크랩하기
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