• Title/Summary/Keyword: 관람몰입

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A study on building plan for smart guide services using augmented reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Yoon, Young-doo;Choi, Eun-young;Cho, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.560-562
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    • 2013
  • Due to the popularity of smart phones, interest in individual lifestyle changes and customized services has been increasing. With these request of change, there are seeking the changes of individual customized service system in public institution, museum, science museum etc. Specially museum, art museum and science museum have the common factor like "watching". Unlike art museum, museum and science museum have the purpose of the history and science education, and have a high expectations of combining entertainment and education as a public institution. For this purpose, they need to raise the immersion of display contents, and run parallel with providing more convincing explanation based on age group. Thus the purpose of this paper is that study the way of combining with efficient entertainment and educational function using argument reality.

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The Relationship between Service Quality and Relationship Quality of Music Performances (음악 공연의 서비스 품질과 관계 품질 간의 관계)

  • Park, Myeong-Sook
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.88-97
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    • 2015
  • Consumers' interest in performance art is increasing with the advent of the 'culture era', and there is a need for marketing strategies for market base expansion and research in order to achieve this. Therefore, the aim of this study was to empirically establish the effect of service quality factors perceived by consumers during musical performances on audiences' relationship quality. Research results showed that the quality of the physical environment and of results, i.e. service quality, affected commitment and satisfaction, and quality of interaction had a significant effect on satisfaction. Moreover, commitment and satisfaction with relationship quality had a significant effect on loyalty. This study confirmed which service quality elements were considered important for audiences' commitment and satisfaction when attending musical performances, and thus suggests opportunities to understand audiences' consumer behavior and better improve their relationship quality.

Augmented Reality exhibition content implemented using Project Tango (프로젝트 탱고 기반의 증강현실 전시 콘텐츠 구현)

  • Kim, Ji-seong;Lee, Dong-cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2312-2317
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    • 2017
  • Museums are converging with digital technology to convey information to viewers in various ways. Augmented reality technology enhances virtual objects seamlessly in the real world, and provides a high sense of immersion and realism because it can use various senses of users in combination with information providing role of exhibits. However, the location-based augmented reality may cause the inaccurate registration of the virtual object with the real world due to the error of the GPS information, and the vision-based augmented reality can be enhanced at the position where the marker is placed. To solve this problem, we implemented the exhibition contents that interact with the real world by using the developed project tango. The exhibited contents were based on Lenovo Phab 2 Pro and Project Tango SDK in Unity 3D. Visitors were able to improve immersion and realism in exhibition contents, and it would be able to combine with various exhibition fields such as shopping malls as well as museums.

A Study on the Creation of Digital Self-portrait with Intertextuality (상호텍스트성을 활용한 디지털 자화상 창작)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.427-434
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    • 2022
  • The purpose of this study is to create a self-portrait that provides an immersive experience that immerses the viewer into the problem of self-awareness. We propose a method to implement an interactive self-portrait by using audio and image information obtained from viewers. The viewer's voice information is converted into text and visualized. In this case, the viewer's face image is used as pixel information composing the text. Text is the result of a mixture of one's own emotions, imaginations, and intentions based on personal experiences and memories. People have different interpretations of certain texts in different ways.The proposed digital self-portrait not only reproduces the viewer's self-consciousness in the inner aspect by utilizing the intertextuality of the text, but also expands the meanings inherent in the text. Intertextuality in a broad sense refers to the totality of all knowledge that occurs between text and text, and between subject and subject. Therefore, the self-portrait expressed in text expands and derives various relationships between the viewer and the text, the viewer and the viewer, and the text and the text. In addition, this study shows that the proposed self-portrait can confirm the formativeness of text and re-create spatial and temporality in the external aspect. This dynamic self-portrait reflects the interests of viewers in real time, and has the characteristic of being updated and created.

Proposal of VR exhibition platform for artist-led art process (작가주도적 아트프로세스 VR전시플랫폼 제안)

  • Park, Young-ju;Kim, Tae-hyeong;Park, Sae-yan;Jo, Yun-seo;Choi, Na-yeon;Choi, Jong-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.263-265
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    • 2022
  • In online exhibitions, the artist's differentiated exhibition composition is important because the exhibition immersion decreases compared to offline exhibitions. Therefore, the purpose of this paper is to propose a new online exhibition platform by developing a PC APP service that exhibits the work production process led by the artist. To this end, literature surveys, visitor surveys, and in-depth interviews were conducted. Based on this, a prototype was implemented with Figma and Unity. As a result of the study, visitors answered that online exhibition planning needs to be improved, and the artist said that if the artist's autonomy is guaranteed in the composition of the exhibition hall, the understanding of the work can be improved. By applying this, a system was developed that allows artists to display their own production process data. The significance of this paper is to help visitors improve their understanding of the work and improve the delivery of the artist's work.

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A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.335-341
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    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

A Study on the Planning Direction of the Large Sports Facilities in Korea - Based on the Servicescape Korea·U.S.A·Japan Baseball Stadium- (국내 대규모 스포츠시설의 계획방향에 대한 연구 - 서비스스케이프에 따른 한미일 야구장을 중심으로-)

  • Baek, Song-Min;Lee, Kyung-Min;Seo, Myeong-Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.819-829
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    • 2022
  • Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.

A Study on Virtual Reality Media Exhibition using HMD (HMD를 활용한 가상현실 미디어 전시회에 관한 연구)

  • Kim, Hyun-Jung;Lee, Jong-Ho;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.658-660
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    • 2017
  • 가상현실은 실감형 콘텐츠를 제작하는 대표적인 분야로 교육, 엔터테인먼트, 의료, 국방, 항공 등 다양한 분야에서 활용할 수 있는 가능성을 보여주고 있어 주목을 받고 있다. 가상현실을 이용한 예술전시는 디지털 미디어를 극대화한 형태라 할 수 있어 최근에 가상현실 전시회로써 다양한 콘텐츠의 구현이 가능하다. 본 연구는 관람객에게 HMD를 이용한 미디어 가상전시를 경험하게 하고 작가의 의도와 보여주고자 하는 시나리오의 의미가 잘 전달될 수 있도록 하는 방법론을 제안한다. 제안한 방법에 의해 콘텐츠를 개발하는데 있어 체험의 몰입도를 높이기 위해 실제 크기의 3D 모델링을 진행하였고, 범프맵(bump map), 노말맵(normal map)과 큰 해상도의 텍스쳐를 제작하여 사용함으로 대중(관람객들)에게 하여금 현실의 오브젝트와 차이점을 느끼지 못하도록 구현 한다.

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