and Smart window and wall
* Support to understanding about work or exhibition
* Combining technologies : U-window + U-wall + 4D technology
• Step 1 : When audiences arrive the museum, they are given 3D glasses at entrance.
• Step 2 : With wearing 3D glasses, they enter the museum.
• Step 3 : First audiences input simple personal data into virtual scree
and play, regardless of the inconvenience and time away from other online or offline responsibilities. With built-in loyalty created by the rules of the game, users find themselves spending considerable time maintaining their role in the game to prevent virtual failures. Furthermore, this real/unreal connection creates a sense of responsibility for virtual good and creatures. A player does not wa
realms of education and entertainment, guests absorb the events unfolding before them while actively participating in them.
Escapist entertainment experiences involve much greater immersion than other types of entertainment or educational experiences. It is intended to provide a respite from real life in venues such as theme parks, casinos, andvirtualreality games.
In esthetic entertainment
That is because there are no limitation about space and time.
Our society think that knowledge is important so we need to consider this business. Supplies and capital do not shortage. That is why we are interested in an idea and creation. It is one way to use efficiently talents and know-how that I have only in realworld. And it has good point that we can make our brand by using talents.
world’s exports of services, 6% of overall exports of goods, and is the basis of the service culture in many societies.
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Countries such as China have shown they are willing to spend in excess of £65 billion to boost their tourist industry.
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By encouraging tourism there is the potential to create a real positive economic impact, a particularly desirable idea considering the f