• Title/Summary/Keyword: 전시 기술

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A Study on Ornaments' Exhibition Type through Connection with Costume Field (장신구의 의상분야 연계를 통한 전시유형 연구)

  • KIM, TAE WHAN
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.58-65
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    • 2021
  • Jewelry Object to adorn a body with has been a very important culture since the primitive age when history of human beings started. Ornaments for social status or wealth's symbolic icon otherwise for private embellishment have been developed with various properties such as decorative, monetary, scarce, historic ones. However, since the latter 20th century, when intellecture concept was more valuable than the tradition laying emphasis on preciousness, with counting of artistic activities and aesthetic values, they have had expressionistic tendency centered on artists. In this manner, modern ornaments have been developed as an artistic genre deviating from traditional way in which material or technology was emphasized. While this expressionistic tendency emphasized artistic value, galleries only for ornaments have been started since 1960s and especially from this period, a lot of experimental and revolutionary ornaments works deviating from traditional way have been exhibited. The appearance of galleries specialized in ornaments as described above had a great influence on the ornaments' development to an artistic genre. This study is the one in respect of two exhibition types through the combination of human body and clothes in displaying ornaments. The first one represents active displaying way for the communication with audience by introducing fashion show to galleries deviating from general exhibition way. The second one plans to run a project collaborating fashion brand for the communication between ornaments and clothes and represents displaying way in the shop of fashion brand for active exhibition publicity.

A Study on the Method of Computing Standard Wartime Maintenance Man-Hour Incorporating Wartime Maintenance Condition (전장 정비환경을 고려한 전시 표준정비인시 산출방안 연구)

  • Kim, Min-Hyuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.477-483
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    • 2021
  • In a military maintenance system, the standard maintenance man-hour of weapon systems is a tool to estimate the maintenance capabilities of maintenance units, provide standards for determining the maintenance needs and workload, and provide basic data for establishing a maintenance plan. The standard maintenance man-hours of major weapon systems have already been derived and used, but the standard maintenance man-hour in a wartime maintenance environment has not been computed. Therefore, the standard wartime maintenance man-hours need to be derived and This study proposes a process and method of computing the maintenance man-hours. In addition, this work suggests the criteria of collecting and screening data that is necessary for estimating the standard maintenance man-hours and introduces a methodology for analyzing the characteristics of maintenance man-hour distribution in the process. The proposed process first designs a model that reflects the wartime maintenance environment, selects statistical techniques, collects maintenance data, analyzes the descriptive statistics, estimates the distribution, and finally presents representative values of maintenance man-hour. Based on the proposed method, the standard wartime maintenance man-hours of the four weapon systems were calculated, and the distribution of the maintenance man-hours was analyzed to follow a lognormal distribution, and the method presented reliable results.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

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.

미 해군의 해상초계기 전술지원소 체계 현대화 사업 (I)

  • Kim, Yeong-Gil
    • Defense and Technology
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    • no.2 s.180
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    • pp.42-49
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    • 1994
  • 해상초계기 전술지원소의 기능은 해상초계기의 비행전, 비행중, 비행후 임무지원을 위한 전술전사와 통신 기능이다. 비행전 임무지원은 승무원 브리핑 및 임무수행중인 항공기 상황전시를, 비행중 임무지원은 임무항공기 상황전시 및 데이터링크 통신을, 비행후 임무지원은 임무재현, 음향 및 비음향 기록자료 분석을 포함한다.

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광협알림판 - 2009년 한국광학기기협회 주관사업 안내

  • 한국광학기기협회
    • The Optical Journal
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    • s.119
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    • pp.98-100
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    • 2009
  • 한국광학기기협회(회장 박종우/삼성전자 DM총괄 사장)에서는 주요 사업으로 현재 국내외 전시사업, 한일협력사업, 정밀 광학기술 전문인력 양성사업 등을 추진해 나가고 있다. 올해에도 국내 업체들의 제품의 우수성을 전 세계에 널리 알리고 수출 촉진을 위해 해외 유력 전시회를 발굴하여 공동전시사업을 활발히 전개해 나가는 한편, 더욱 알찬 내용으로 일본연수 프로그램을 운영해 나갈 계획이다.

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IT-SoC 2005 & 차세대PC 산업전시회 결과보고

  • IT-SoC Association
    • IT SoC Magazine
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    • s.10
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    • pp.11-16
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    • 2006
  • 지난 11월 초 COEX에서는 IT-SoC와 차세대PC의 최신 기술과 제품을 살펴 볼 수 있는 가 열렸다. 올해 행사는 국내 유일의 IP/SoC 전문전시회의 위상을 다시 한 번 확인하는 계기가 되었으며, 해외 업체들의 관심도 차츰 높아져 국제전시회로의 도약을 준비하는 발판을 마련하였다는 의의를 지니고 있다.

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The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.