• Title/Summary/Keyword: 3D 전시

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한국광학기기협회, 올해로 창립 20주년 맞아

  • Korea Optical Industry Association
    • The Optical Journal
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    • s.114
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    • pp.24-31
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    • 2008
  • 한국광학기기협회(회장.박종우, www.koia.or.kr)가 올해로 성년의 나이가 됐다. 지난 1988년 3월 24일 산업발전법 제23조에 근거, 산업자원부(당시 통상산업부) 장관으로부터 설립인가를 받은 지도 벌써 20년의 세월이 흘렀다. 협회 설립 당시 10개사에 불과했던 회원사는 현재 136개사로 늘어났으며 그간 협회가 적극 앞장서 국내 광학산업의 발전과 대외 경쟁력 제고를 위해 한일광학산업 기술협력사업, 국내외 전시사업, 중기거점 R&D사업 등 다양한 활동을 전개해 왔다. 특히 전문광학인력 양성사업과 광학산업 로드맵의 완성은 협회의 주요 업적으로 꼽을 수 있다. 본 고에서는 지난 20년간 협회의 발자취를 간략하게 짚어봤다.

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2001 국제광산업전시회

  • Jeong, Jong-Deuk
    • Photonics industry news
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    • s.6
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    • pp.14-21
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    • 2001
  • 국가전략산업으로 광산업이 육성되면서 세계의 이목이 한국 광산업계로 쏠리고 있다. 현재 광산업은 미국,일본 등 선진국을 중심으로 많은 발전을 이루고 있으나 국내 광산업은 이제 시작하는 단계로 미흡한 실정이다. 이러한 국내 광산업을 활성화 시키고 선진기술을 확보하기 위한 국제광산업전시회가 빚고을 광주에서 개최된다. 특히 이번 전시회는 많은 관련업체의 참여와 세계최초 3D 사이버전시회도 함께 진행돼 참가업체들이 마케팅 영역을 넓힐 수 있는 기회가 될 전망이다.

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Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

A Study on the Social Media Sharing Intention by Exhibition Visitors -Focused on D Museum Plastic-Fantastic and Instagram- (전시방문객의 소셜미디어 공유의도에 관한 연구 -디뮤지엄의 Plastic Fantastic과 Instagram을 중심으로-)

  • Kim, Chaeeun;Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.20-29
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    • 2018
  • Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Exploring the Educational Potential of the Exhibits in Natural History Museums as Socioscientific Learning Materials in the Context of Proposing Science Inquiry Communities: Earthquake Topic (과학탐구공동체 제안을 위한 사회과학적 학습 자료로서 자연사박물관 전시의 교육적 잠재성 탐색: 지진 주제를 중심으로)

  • Lee, Sun-Kyung;Shin, Myeong-Kyeong;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.29 no.6
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    • pp.506-519
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    • 2008
  • This article explores the potential learning materials and methods of science practice from exhibits, and how those are presented in natural history museums as a feasible science inquiry community. The idea of science inquiry community was offered as a form of science practice that ended with science learning. A grasp of 'scientific practice to learning' is understood as a way to conceive scientific methods as well as facts and understanding knowledge. To get educational implications on the scientific practice of 'earthquake' as a socioscientific topic in the communities, we analyzed 1) the relationship between earth science curriculum and exhibits related to 'earthquake', 2) the educational goals and intentions of educators, and 3) the characteristics of the exhibits in the American Museum of Natural History and in the Smithsonian National Museum of Natural History. The results of this study showed that those museums presented the exhibits consisting of various and practical cases and events of 'earthquakes' as a socioscientific topic related to their curriculum. At the target museum, it was clearly stated that the pursuing educational goals focused on relations with local interests and socioscientific issues. For making earthquakes relevant to visitors, delivering lived experiences with raw data and interactive media was emphasized in exhibit characteristics.

Photo System using Augmented Reality (증강현실을 이용한 포토시스템)

  • Suh, Don-Hee;Kim, Jooo-Jin;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.722-723
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    • 2015
  • 스마트 기기의 확산으로 인해, 보다 다양한 애플리케이션이 개발되고 있다. 증강현실 기법 역시 이미지를 마커로 활용할 수 있게 발전됨에 따라, 광고나 전시 등에서 많이 활용되고 있다. 구현된 포토시스템은 이미지 인식 기반으로 하여, 3D모델과 함께 사진을 찍을 수 있다. 세종문화회관에서 개최된 콘텐츠 전시회에서는 로고 이미지를 이동이 용이한 폼에 부착하여 활용함으로서 브랜드 광고효과도 볼 수 있었다. 본 연구는 스마트 기기를 이용하여, 전시장에서 색다른 포토존 서비스를 제공함으로서, 증강현실 콘텐츠의 새로운 활용 사례를 제시하였다.

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Analysis of Hydraulic effect on Removing Side Overflow Type Structures in Woo Ee Stream Basin (우이천 유역의 횡단 월류형 구조물 철거에 의한 수리영향 분석)

  • Moon, Young-Il;Yoon, Sun-Kwon;Chun, Si-Young;Kim, Jong-Suk
    • 한국방재학회:학술대회논문집
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    • 2008.02a
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    • pp.687-690
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    • 2008
  • Currently, Stream flow analysis has been accomplished by one or two dimensional equations and was applied by simple momentum equations and fixed energy conservations which contain many reach uppermost limit. In this study, FLOW-3D using CFD(Computational Fluid Dynamics) was applied to stream flow analysis which can solve three dimensional RANS(Reynolds Averaged Navier-Stokes Equation) control equation to find out physical behavior and the effect of hydraulic structures. Numerical simulation accomplished those results was compared by using turbulence models such as $k-\varepsilon$, RNG(Renomalized Group Theory) $k-\varepsilon$ and LES(Large Eddy Simulation). Numerical analysis results have been illustrated by the turbulence energy effects, velocity of flow, water level pressure and eddy flows around the side overflow type structures at Jangwall bridge in urban stream.

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Application of Digital Photogrammetry to Dinosaur Tracks from the Namhae Gain-ri Tracksite (남해 가인리 공룡발자국 화석에 대한 디지털 사진 측량 기법의 활용)

  • Kong, Dal-Yong;Lim, Jong-Deock;Kim, Jeong-Yul;Kim, Kyung Soo
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.129-138
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    • 2010
  • A number of dinosaur tracksites located at southern coast of the Korean Peninsula have continuously been damaged by sea-waves and weathering. To protect the dinosaur tracksites from the damage permanently and safely, we need to develop conservation programs as well as to collect data documenting the sites. We specifically applied digital photogrammetry to extensively record and document dinosaur tracks in the Namhae Gain-ri tracksite (Natural Monument No. 499) and were able to obtain 3D images data with it. The data of 3D images enable us to produce permanent documentation and preservation of the morphology of dinosaur tracks and tracksites. Moreover the weathering rate on time can be numerically analyzed by periodic measurements of the dinosaur tracksite and comparison of those measurements. The 3D modeling techniques also can be used in various ways including analyzing morphology of tracks, duplicating replicas for museum exhibitions, and posting the results on the Internet homepage.

Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.