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The Gyeonggi Creative Innovation Center offers virtual reality experiences.
Introducing the expandability and development direction of VR through the experience zone.
KT and the Gyeonggi Center for Creative Economy and Innovation announced that they will open the 'Virtual Reality Play Zone' within the Gyeonggi Center to highlight VR technology as a new growth engine for the future gaming industry.
The VR Experience Zone is a permanent VR experience space designed to "boost the VR industry through experience." It offers a variety of PC-based games and experiences utilizing Oculus VR devices, as well as VR mobile games and cultural content. The VR Experience Zone makes VR easily accessible to the general public, and its design is characterized by its synergy between relaxation and experience.
The Gyeonggi Center actively utilized the VR experience zone as a promotion and marketing channel for VR content for childcare companies and small and medium-sized game companies, and introduced technology that utilizes childcare companies' game characters as augmented reality materials and allows users to take pictures with the characters and send them by email, thereby introducing the expandability and development direction of VR.

(Caption: A woman experiencing virtual reality content)
In addition, to revitalize the VR experience zone, we plan to continuously update demonstration content and establish a support system for outstanding small and medium-sized enterprises. Currently, VR is focused on game content, but there are plans to expand into various fields such as education, experience, and culture. In the future, solutions such as augmented reality (AR) and Kinect will be applied to VR experience zones to increase space utilization.
Meanwhile, on the opening day of the VR experience zone, a VR experience event will be held for visitors to the Gyeonggi Center, and VR-related devices such as Google Cardboard VR and VR Box will be provided on-site to participants through raffles.
Presenting VR industry strategy and vision through the 'VR Game Tech Seminar'
Kim Young-myeong, head of KT's Creative Economy Promotion Team, said, "VR has recently emerged as a next-generation content industry and is recognized as a technology that can lead to a leap forward in the gaming market, but there are not enough opportunities to experience it," adding, "We hope that the opening of the VR Experience Zone will lead to the further activation of VR-based content in Korea."
Lim Deok-rae, director of the Gyeonggi Center for Creative Economy and Innovation, said, “I hope that the VR experience zone will serve as an opportunity for the Korean VR industry to grow to the next level.”
Meanwhile, in conjunction with the opening of the VR Experience Zone, the "K-Champ VR Game Jam" was held in the Gyeonggi Center's International Conference Hall, and the "VR Game Tech Seminar" was held in the 7th-floor seminar room. Through the K-Champ VR Game Jam, the Gyeonggi Center plans to discover innovative content for the new VR environment of the future, and through the VR Game Tech Seminar, the Center presented its strategy and vision for the VR industry.
KT and the Gyeonggi Center for Creative Economy and Innovation announced that they will open the 'Virtual Reality Play Zone' within the Gyeonggi Center to highlight VR technology as a new growth engine for the future gaming industry.
The VR Experience Zone is a permanent VR experience space designed to "boost the VR industry through experience." It offers a variety of PC-based games and experiences utilizing Oculus VR devices, as well as VR mobile games and cultural content. The VR Experience Zone makes VR easily accessible to the general public, and its design is characterized by its synergy between relaxation and experience.
The Gyeonggi Center actively utilized the VR experience zone as a promotion and marketing channel for VR content for childcare companies and small and medium-sized game companies, and introduced technology that utilizes childcare companies' game characters as augmented reality materials and allows users to take pictures with the characters and send them by email, thereby introducing the expandability and development direction of VR.

(Caption: A woman experiencing virtual reality content)
In addition, to revitalize the VR experience zone, we plan to continuously update demonstration content and establish a support system for outstanding small and medium-sized enterprises. Currently, VR is focused on game content, but there are plans to expand into various fields such as education, experience, and culture. In the future, solutions such as augmented reality (AR) and Kinect will be applied to VR experience zones to increase space utilization.
Meanwhile, on the opening day of the VR experience zone, a VR experience event will be held for visitors to the Gyeonggi Center, and VR-related devices such as Google Cardboard VR and VR Box will be provided on-site to participants through raffles.
Presenting VR industry strategy and vision through the 'VR Game Tech Seminar'
Kim Young-myeong, head of KT's Creative Economy Promotion Team, said, "VR has recently emerged as a next-generation content industry and is recognized as a technology that can lead to a leap forward in the gaming market, but there are not enough opportunities to experience it," adding, "We hope that the opening of the VR Experience Zone will lead to the further activation of VR-based content in Korea."
Lim Deok-rae, director of the Gyeonggi Center for Creative Economy and Innovation, said, “I hope that the VR experience zone will serve as an opportunity for the Korean VR industry to grow to the next level.”
Meanwhile, in conjunction with the opening of the VR Experience Zone, the "K-Champ VR Game Jam" was held in the Gyeonggi Center's International Conference Hall, and the "VR Game Tech Seminar" was held in the 7th-floor seminar room. Through the K-Champ VR Game Jam, the Gyeonggi Center plans to discover innovative content for the new VR environment of the future, and through the VR Game Tech Seminar, the Center presented its strategy and vision for the VR industry.
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