• Title/Summary/Keyword: 디지털 유산

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A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

A Study on Digital Color Reproduction for Recording Color Appearance of Cultural Heritage (문화유산의 현색(顯色) 기록화를 위한 디지털 색재현 연구)

  • Song, Hyeong Rok;Jo, Young Hoon
    • Journal of Conservation Science
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    • v.38 no.2
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    • pp.154-165
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    • 2022
  • The color appearance of cultural heritage are essential factors for manufacturing technique interpretation, conservation treatment usage, and condition monitoring. Therefore, this study systematically established color reproduction procedures based on the digital color management system for the portrait of Gwon Eungsu. Moreover, various application strategies for recording and conserving the cultural heritage were proposed. Overall color reproduction processes were conducted in the following order: photography condition setting, standard color measurements, digital photography, color correction, and color space creation. Therefore, compared with the color appearance, the digital image applied to a camera maker profile indicated an average color difference of 𝜟10.1. However, the digital reproduction result based on the color management system exhibits an average color difference of 𝜟1.1, which is close to the color appearance. This means that although digital photography conditions are optimized, recording the color appearance is difficult when relying on the correction algorithm developed by the camera maker. Therefore, the digital color reproduction of cultural heritage is required through color correction and color space creation based on the raw digital image, which is a crucial process for documenting the color appearance. Additionally, the recording of color appearance through digital color reproduction is important for condition evaluation, conservation treatment, and restoration of cultural heritage. Furthermore, standard data of imaging analysis are available for discoloration monitoring.

Preserving Our Digital Heritage: A UNESCO Perspective (디지털 유산의 보존: UNESCO의 관점에서)

  • Abid, Abdelaziz
    • Journal of Korean Society of Archives and Records Management
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    • v.5 no.2
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    • pp.183-193
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    • 2005
  • A large part of the vast amounts of information produced in the world is born digital, and comes in a wide variety of formats: text, database, audio, film, image. During the meeting of the Organization's Executive Board in May 2001, Member States agreed on the need for rapid action to safeguard digital heritage. The interest of UNESCO in this situation comes as no surprise. UNESCO exists in part to encourage and enable the preservation and enjoyment of the cultural, scientific and information heritage of the world's peoples. The growth of digital heritage and its vulnerability could hardly go unnoticed. Our societies have witnessed the end of the paradigm of the written archive, a paradigm that had developed over hundreds of years. Throughout the twentieth century new media have wisely and modestly joined this prestigious tradition. This paradigm has already been transformed, and the devices in place are unable to deal with the brutal advance of information technologies, and the quantitative inflation which they cause. This goes beyond those institutions specializing in the management of memory: a whole new regime of information will have to be constructed, and quickly, completely transforming old memory and archiving systems. If this shift does not take place, our societies will suffer irremediable damage in their collective social memory.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

문화유산 지식 콘텐츠의 보고 ‘국가문화유산종합정보서비스’

  • Sin, Seong-Su
    • Digital Contents
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    • no.2 s.141
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    • pp.70-71
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    • 2005
  • 한국데이터베이스진흥센터는‘지식정보자원관리사업’을 통해 구축된 지식정보 DB의 품질을 점검해 보기 위해, 2005년도 1월부 터 매월 1종의 DB를 선정해 품질을 평가하고, 그 결과를‘DB 서비스 평가’기획 시리즈로 연재하고 있다. 이번 달에는 그 두 번째로 문화재청에서 운영하고 있는「국가문화유산종합정보서비스(www.heritage.go.kr)」를 대상으로 평가를 실시했다.

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A Study on Digilog Exhibition Technique of Cultural Heritage using Five Senses Interaction (오감 인터랙션을 활용한 문화유산 디지로그 전시 기법 연구)

  • Park, Jeong-Yeon;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.413-414
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    • 2020
  • 본 논문에서는 수중 문화재를 주제로 오감 인터랙션을 활용한 디지로그 전시 기법을 연구한다. 영상을 활용한 디지털미디어가 중심인 기존의 전시 기법에 시각, 청각, 촉각과 같은 다양한 감각기관을 활용한 인터랙션을 추가함으로써 관람객에게 새로운 경험을 제공하고자 한다. 프로젝션 매핑, 증강현실과 같은 디지털 기술과 난파선과 자갈, 실물 크기의 모형 유물과 같은 아날로그를 결합하여 관람객에게 실재감을 주어 효과적인 몰입감(flow)을 유도하고자 한다.

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A Study on the Prototype System for the 3D Digital Archive of Cultural Heritage (문화유산의 3차원 디지털 아카이브 열람 시스템에 관한 연구)

  • Oh Soo-Yeon;Yeo Wook-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.203-207
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    • 2005
  • We will describe the function of interactive 3D digital archive prototype system that uses VR technology. This system allows the user or viewer to automatically control the viewpoint by selecting content based on the user's particular area of interest. However, it is not enough simply to look at the content. The user also needs to understand it. Therefore, we need systems that support the user's understanding of the content. An effective method to aid in understanding is comparison. In this paper, we are constructing a prototype system using the 3D digital archive of the ruins of a church on Gemiler Island in the Turkish Republic.

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A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1257-1264
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    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

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Design of a mobile AR-based history exploration game for improving experience of cultural heritage tour - Focused on Buyeo (문화유산 관광 경험 향상을 위한 모바일 증강현실 기반 역사탐방 게임 플랫폼 설계 - 부여를 중심으로)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.379-380
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    • 2019
  • 문화유산이 많은 지역의 경우 관광산업이 지역경제에서 차지하는 비중이 크기 때문에 문화유산을 활용한 지역관광 활성화가 중요한 이슈 중 하나이다. 본 논문은 관광객 유도를 위해 문화유산을 활용한 체험형 콘텐츠를 제공하여 관광 경험을 향상할 필요가 있어 모바일 증강현실을 기반으로 한 역사탐방 게임 플랫폼을 제안한다. 제안하는 플랫폼은 고대 백제의 왕도였던 부여를 배경으로 증강현실로 구현된 역사 속 인물과 만나며 문제를 해결해나가는 방식의 게임 플랫폼으로, 관광객에게 디지털 경험을 제공하여 문화유산의 가치 재발견과 지역관광 활성화를 꾀하고자 한다.

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Study on Types of Cultural Heritage Resources Marketing and Industrialization Strategy (문화유산마케팅 유형과 산업화 전략)

  • Shim, Sang Min
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.51-72
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    • 2016
  • This research dwells on categorization and industrialization of cultural heritage resources using marketing. Since many organization would not grab the chance of business while doing marketing using cultural heritage, the paper intend to suggest proper way to develop strategy. For that purpose, this research analyzed some advanced cases of corporate like Google and other national endeavors. This paper founded out 4 models of marketing using cultural heritage resources. These are re-creation, patron, capitalization and media. Also we got practical implications of the case analysis and modeling which are collaboration partnership scheme between marketers and filed expert group. Marketers better find fitful information and right person utilizing more reliable sources such as national archives, and academic achievements. If the marketers implement such strategic program, really abundant types of cultural heritage resources using marketing could bring more favorable profit which means business chance and new horizon for global culture industry.