• Title/Summary/Keyword: 전시기술

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Information communication technology impact on the exhibition convention effect and satisfaction (정보통신기술이 전시컨벤션 효과만족에 미치는 영향)

  • Son, Gwon-Ryon;Jeon, In-Oh
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.61-73
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    • 2012
  • In this study, the information and communication technology ICT companies, 312 companies, in order to analyze the impact of the effect of satisfaction on the Exhibition and Convention on the impact of Information and Communication Technology Exhibition and Convention satisfaction effects analysis by information and communication technology Convention e-Portal affect the infrastructure system, exhibition and Convention, Convention Industry competitiveness, Convention, Convention Tour Program components to satisfy Convention effect empirically the effect on information and Communications Technology exhibition and Convention industry Convention and satisfaction effects on were analyzed. A result was able to find that information and communication technology goods and technology, tourism technology infrastructure technologies program, e-portal system, industrial competitiveness and technology Exhibition and Convention of Effects. Exhibition and Convention ensure the effect of the base material and environmental factors, these factors determine the product development laid the foundation. Product type defined, you can see that affecting economic ripple effects and satisfaction. Exhibition and Convention can achieve the effect of information and communication technologies to reduce your operating costs.

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1838-1845
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    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.

Trend on Technologies of Smart Space and Metaverse Exhibition Guide (스마트공간과 메타버스 전시안내 기술개발 동향)

  • Kim, S.H.;Lee, H.W.;Ryu, W.;Kim, K.S.
    • Electronics and Telecommunications Trends
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    • v.29 no.3
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    • pp.66-73
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    • 2014
  • 메타버스(metaverse) 개념을 전시공간 구축에 활용한다는 것은 매우 흥미롭고 의미 있는 일이다. 우선 메타버스에는 물리적 전시공간에 담긴 모든 콘텐츠를 담아 낼 수 있다. 물리적 공간의 한계를 넘어 얼마든지 콘텐츠를 담아낼 수 있을 뿐만 아니라 콘텐츠 형태와 구성방식도 전시목적에 따라 얼마든지 자유롭게 구축할 수 있고, 물리적 전시공간 내 매체시스템의 작동에 의해 원하는 사용자에게 콘텐츠로 제공된다. 메타버스 개념의 활용은 전시공간을 풍성하고 스마트하게 하는데 기여한다. 본고에서는 스마트전시공간의 개념과 구축을 위한 기술적 요소에 대해 알아보고, 메타버스의 활용이 전시공간의 스마트화에 어떻게 기능하는가에 대해서 살펴보고, 현재 진행 중에 있는 메타버스 개념 활용 과제의 내용과 의미를 찾아 이 후 과제 수행 방향을 바르게 하고자 한다.

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과학대중화와 과학기술전시문화

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.33 no.5 s.372
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    • pp.43-67
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    • 2000
  • 새로운 세기로 접어들어 과학기술은 더욱 빠른 걸음으로 우리의 생활과 사회 전반에 심대한 영향을 미칠 것으로 전망된다. 그러나 과학기술의 세분화와 전문화 추세가 심화될수록 이른바 '2개의 문화'간의 간격은 더욱 크게 벌어질 수 있고 이런 문화적인 갈등은 과학기술을 기반으로 하는 21세기의 지식집약경제시대에서 국가나 사회발전에 중대한 걸림돌이 될 수 있다. 과학기술전시문화를 발전시키고 보급하는 일은 이런 의미에서 대단히 중요하다. 과학기술전시문화의 중요성과 현황 및 발전방안을 과학대중화와 연관지어 국내외의 사례를 통해 알아본다.

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A study on exhibition as entertainment in recent museum (박물관의 엔터테인먼트로서의 경향에 관한 연구)

  • Kim, Jin-Hyung
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.777-780
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    • 2010
  • 최근 박물관은 과거의 경직된 전시의 기능에서 벗어나 좀 더 관람자에게 다가가는 전시를 지향하고 있다. 이러한 경향은 전시를 점차 엔터테인먼트로서 기능하게 하는 한 요인이며, 영화와 텔레비전 같은 타 매체와 경쟁하면서 그러한 기능은 더욱 강화되는 실정이다. 본 연구에서는 이라한 경향의 원인을 구체적으로 고찰하며 이러한 기능의 의미를 분석하고자 한다.

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The Development of Exhibition Grounds Management System Using the Ubiquitous Computing (Ubiquitous Computing을 이용한 전시회장 관리 시스템 개발)

  • Sim, Gab-Sig;Jang, Jae-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.149-156
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    • 2008
  • In this paper, we develope the Exhibition Grounds Management System utilizing the ubiquitous computing which integrates the RFID ubiquitous main technology, existing use technology Bar-code, the Mobile communication technology for IT main technology field. The developed system consists of the program for exhibition information. the visitor registration program, manager program and mobile program for the visitor's current location inquiry and the exhibition management. This system is realized and designed based on database, web program, mobile program, wireless telecommunication technology. The automation technology utilizing the developed RFID system and the Exhibition Grounds Management System integrated with the wireless packet telecommunication using the mobile telecommunication technology could have a ripple effect on whole information industrial application fields.

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A Study of Multimedia Exhibition based on Augmented (증강현실 기반의 멀티미디어 전시에 관한 연구)

  • Kim, Tae-Eun;Kim, Byoung-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.3
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    • pp.521-527
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    • 2012
  • Along with the development of technology, a variety of multimedia programs are presented in the exhibition. Mixed reality-based technology, such as augmented reality, is also being effectively introduced in the form of an interactive exhibition. In this process, the novelty and the splendor of technology and environment, in the display, can be turned into complex forms, which value is often unappreciated by attenders. The current study realizes the target of display-oriented exhibition environments for augmented reality, and explores the structure of display format, which can minimize the intervention of equipment. The study aims to discuss the structures of multimedia exhibition based on augmented reality and its characteristics.

Relationships between Digital Media and Exhibition Design Methods Development -Focused on Camera Sensing & Video Input/Output Works- (디지털미디어와 전시디자인기법개발의 상관성 -카메라 센서와 비디오 입출력작업을 중심으로-)

  • Ahn, Ho-Eun
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.162-170
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    • 2008
  • The promotion of new product is one of most important object for exhibition design. The majority of conventional exhibition technique has been implemented through one-way communication. However, using digital technology, development of new exhibition techniques is necessary for promotion of high-tech products and consideration of the phases of the times. This paper propose the various possibilities of exhibition design model which is using camera sensing and video input/output. Interactivity is efficient method to communicate between viewers and displays. Viewers can be participate actively and exhibition goal will be accomplish through this. Using camera as visual senses, video input/output technique is offered not only introducing new product but also entertaining viewers through various ways of representation. Physical experience and learning process can be expected from the exhibition space and the object. The classification of the artist who are using video input/output technique and exhibition examples are described. The collaboration on a work with the new media artist and the exhibition design will be complement each other. It will be solved the problems of realization and corporation of idea and technology.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.