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最先端ICT(VR/AR等)を活用した 観光コンテンツ活用に向 …

ICT VR/AR 31 3 1 2 1 VR/AR 41. VR/AR 2 71. VR 2. AR 3. VR/AR 4. 3 141. 2. 3. 4. 4 191. 2. 3. 4. 5. 6. 5 271. 2. 3. 6 391. 2 DMO VR/AR VR/AR VR * ICT 1 VR/AR ICT VR/AR VR/AR * 2019 1

vr/ar等を活用した観光コンテンツは訪日前から帰国後に至る各段階(旅前・ 旅中・旅後)で提供され始めています。 各段階の具体的な活用方法とコンテンツイメージは以下の通りです。

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Transcription of 最先端ICT(VR/AR等)を活用した 観光コンテンツ活用に向 …

1 ICT VR/AR 31 3 1 2 1 VR/AR 41. VR/AR 2 71. VR 2. AR 3. VR/AR 4. 3 141. 2. 3. 4. 4 191. 2. 3. 4. 5. 6. 5 271. 2. 3. 6 391. 2 DMO VR/AR VR/AR VR * ICT 1 VR/AR ICT VR/AR VR/AR * 2019 1 ICT VR/AR ICT

2 ICT / FOV VR VR Field of View FOV VR VR VR 2016 VR VR 1960 2016 VR DMO Destination Management Organization HMD Head Mounted Display CG HMD / 1 Fps(Frame per Second) 1 CPU(Central Processing Unit) / GPU(Graphics Processing Unit)

3 CPU GPU VR VR 3 2 4 VR VirtualReality CG AR Augmented Reality MR Mixed Reality CG CG Computer Graphics 1 1 VR/AR 4 1 VR/AR 1 VR/AR 5 VR/AR VR/AR VR(Virtual Reality: ) AR(Augmented Reality: ) MR(Mixed Reality: ) * AR MR Point MR(Mixed Reality: )VR(Virtual Reality: )AR(Augmented Reality.)

4 VR AR Microsoft HoloLensOculus RiftGear VRHTC VIVE CG Google Glass ( ) 1 VR/AR 1 VR/AR 6 VR/AR Point ( ) ( ) / / VR / VR VR VR VR VR/AR * VR , 18.

5 2018 2 7 2 1 VR 8 VR VR VR Point VR VR VR VR VR VR VR * VR 2018 PC VR VR HMD VR , , , , HMD PC HMD CPU GPU PC , , , HMD CPU HMD VR HMD , * ( )

6 VR 3 2 1 VR 9 VR 2015 VR 2015 2 2020 136 VR Point VR 2015 2015 VR Travel and tourism 5% * Global Virtual Reality Content Market 2016-2020 47%24%6%5%18%GamesEntertainmentHealthcar e and wellnessTravel and tourismOthers* Global Virtual Reality Content Market 2016-2020 221 755 2,349 4,283 7,770 13,618 212%242%211%82%81%75%0%50%100%150%200%25 0%20152016201720182019202005,00010,00015 ,000 $ millions 2 2 AR 10 AR AR AR AR Point AR AR CG 3 QR AR AR AR GPS 3 AR GPS AR / CG AR

7 AR MR * * VR 2018 3 AR 2 2 AR 11 AR 2016 AR 2016 25 2021 442 VR AR Point AR 2016 2016 AR Travel and Tourism 11% * Global Mobile Augmented Reality Market 2017-2021 $ billions43%21%19%11%6%Marketing and advertisingGameing and entertainmentEducation and learnigTravel and TourismOtehers* Global Mobile Augmented Reality Market 2017-2021 2 2 VR/AR 12 VR/AR ( ) VR AR Point # ( ) VR 360 Google YouTube ( )

8 HMD oculus SONY 2 3 13 3 Point 1 ( ) VR 4 ( ) 2 VR VR/AR VR 3 * How to make VR content 3 14 3 1 15 VR/AR ( ) ( ) ( ) VR/AR ( ) ( )

9 / / VR / VR VR VR VR VR/AR * VR , 18 , 2018 3 2 16 VR/AR VR/AR Point 9 VR VR * ( )NTT 46%46%8% n=211VR VR MX4DX 55%37%4%4% 56%23%12%7%2% 3 3 17 VR/AR VR/AR Point ( *1) 8 ( *2) 9 VR ( ) / ( )

10 * ( ) CG NIJYA VR *1*1 2018 *2 2018 n=196 VR *2n=13344%43%11%2%