• Title/Summary/Keyword: Digital Exhibition

Search Result 165, Processing Time 0.026 seconds

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.9
    • /
    • pp.1574-1583
    • /
    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.23 no.4
    • /
    • pp.33-40
    • /
    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

A Study on Fashion Items to Prevent COVID-19 Using Wearable Technology

  • Park, Hye-Sook;Moon, Phil-Joo
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.277-282
    • /
    • 2021
  • The generalization of social distancing due to the COVID-19 pandemic has rapidly spread non-face-to-face services, accelerating the speed of non-face-to-face digital conversion technology. The importance of telemedicine, a remote service, has been rekindled in the wearable technology including the medical industry. In a situation where it is not easy for any company to overcome the COVID-19 pandemic, it is a time when collaboration within the industry or between competitors is necessary. In addition to the digital-based online exhibition hall using AR-VR-MR technology, which is a major core technology of the future industry, virtual stores that can receive services such as actual shopping should be actively used. Paradoxically COVID-19 will provide new opportunities to reshape and reconnect the future of the textile and fashion industry. Therefore, the purpose of this study is to investigate the current status of wearable technology products being developed as fashion items for the prevention of COVID-19 and analyze their characteristics. This study results can be used as basic data for future research on the fashion industry and education.

Design and Implementation of Electronic Culture Atlas for Oversea Region Research (해외지역연구를 위한 전자문화지도의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho;Yu, Young-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.5
    • /
    • pp.1174-1180
    • /
    • 2013
  • In recent years, there are many awareness and demand for digital convergence of the future. In information technology, especially, convergence with other studies such as regional studies, literature and humanities should be needed because information technology is closely related to real life. Culture atlas represents various aspects related to culture visually using points, arcs, and more in the map. Thus, it should be an available tool to survey cultures efficiently in digital environments. For oversea region study, especially Mediterranean region research, we suggest the way to apply electronic culture atlas in this paper. In detail, design and implementation a study on Electronic Culture Atlas for overseas area. Research results for oversea regional studies can be expressed visually by utilizing digital culture map implemented in this paper. Therefore, digital culture atlas should be used as convergence media between information technology and other studies such as regional studies, humanities and so on, tools for oversea regional studies, and exhibition of research results.

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
    • /
    • v.9 no.2
    • /
    • pp.105-112
    • /
    • 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.

Energy Use Prediction Model in Digital Twin

  • Wang, Jihwan;Jin, Chengquan;Lee, Yeongchan;Lee, Sanghoon;Hyun, Changtaek
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1256-1263
    • /
    • 2022
  • With the advent of the Fourth Industrial Revolution, the amount of energy used in buildings has been increasing due to changes in the energy use structure caused by the massive spread of information-oriented equipment, climate change and greenhouse gas emissions. For the efficient use of energy, it is necessary to have a plan that can predict and reduce the amount of energy use according to the type of energy source and the use of buildings. To address such issues, this study presents a model embedded in a digital twin that predicts energy use in buildings. The digital twin is a system that can support a solution of urban problems through the process of simulations and analyses based on the data collected via sensors in real-time. To develop the energy use prediction model, energy-related data such as actual room use, power use and gas use were collected. Factors that significantly affect energy use were identified through a correlation analysis and multiple regression analysis based on the collected data. The proof-of-concept prototype was developed with an exhibition facility for performance evaluation and validation. The test results confirm that the error rate of the energy consumption prediction model decreases, and the prediction performance improves as the data is accumulated by comparing the error rates of the model. The energy use prediction model thus predicts future energy use and supports formulating a systematic energy management plan in consideration of characteristics of building spaces such as the purpose and the occupancy time of each room. It is suggested to collect and analyze data from other facilities in the future to develop a general-purpose energy use prediction model.

  • PDF

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
    • /
    • v.16 no.1
    • /
    • pp.139-162
    • /
    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

Building infrastrucutre of the abroad promotion of small-medium and venture business and enhancing method of export in the dital era (디지털 시대 중소.벤처기업의 해외진출인프라 구축 및 수출증진방안)

  • Lee, Seo-Ryeong
    • 한국디지털정책학회:학술대회논문집
    • /
    • 2004.05a
    • /
    • pp.483-489
    • /
    • 2004
  • The purpose of this paper is to establish the policy for the abroad promotion of small-medium and venture businesses. The core strategy is enhancing the total sales trough the low management cost and low advertisement cost. The Partnership Management by the Export Cooperation Organisation is a model which is maximize the outputs and profits at the same time minimize the fixed costs, advertisement costs etc. The effect of synergy from the grand exhibition and partnership management will be a critical momentum to the national business that concrete and diversify the export.

  • PDF

Investigating Antecedents of Instagram Attachment and Intention to Post Photos on Instagram

  • Wallace, Racheal Zara;Jun, Soo-Hyun
    • Journal of Contemporary Eastern Asia
    • /
    • v.18 no.1
    • /
    • pp.217-234
    • /
    • 2019
  • This study examined effects of the social-psychological motivations to use Instagram (i.e., identity seeking, social interaction) and narcissistic personality on personal attachment to Instagram and intention to post photos on Instagram. Identity seeking, social interaction and narcissistic personality (i.e., grandiose/exhibition) had significant positive effects on personal attachment to Instagram. Identity seeking and social interaction had significant positive effects on intention to post photos on Instagram. However, narcissistic personality had no effect on the intention to post photos on Instagram. The study results support the theory of the extended-self in the digital context. This study also provides useful information to help organizations understand why people use Instagram as well as how to take advantage of Instagram to enhance their services and consumer experiences.

Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1390-1393
    • /
    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.