• Title/Summary/Keyword: Digital Exhibition

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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;Choi, Mee-Yeon;Mhun, Yun-Jeung;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.89-94
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    • 2006
  • 디지털 기술이 전시환경에 도입되면서 다양한 매체를 통해 전시물의 정보를 전달하게 되었다. 그리고 관람자는 단순히 보는 전시에서 적극적으로 전시관람에 참여하고 전시물의 정보를 활용하고자 하는 욕구가 증대 되고있다. 이에 따라 전시환경은 이동하는 관람자를 위해 인터넷과, 모바일 기기를 활용하여 효과적으로 관람체험을 지원하고, 정보를 제공하기 위한 서비스 연구가 중요해 졌다. 따라서 본 연구에서는 디지털 네트워크 환경으로 변화하는 전시 환경과 전시관람을 지원하는 서비스 연구 현황을 이해하기 위해 문헌과 사례조사를 통해 살펴보았다. 그리고 관람자들의 관람 상황과 관람 유형을 파악하기 위해 관람자들의 전시 관람 행동을 관찰하였다. 관찰내용을 분석하여 관람자들의 관람 행동에 따른 관람 유형 및 키워드를 도출하였다. 이를 기반으로 전시관람 시 발생하는 관람자들의 니즈와 문제점을 심층인터뷰를 통해 추출하였다. 관람자들의 니즈와 문제점은 관람자가 전시관을 이동하며 관람하는 상황에서 인터페이스를 통해 해결할 수 있는 요소를 중심으로 전시관람 지원 서비스 요소를 제안하였다. 제안한 서비스 요소는 전시물을 선택하여 관람할 때 전시물과 공간과의 관계를 인터페이스를 통해 파악하고 관람시간을 확인하며 관람하는 해결방안을 제시하였다. 이를 박물관의 전시환경을 사례로 모바일 PDA 에 적용하였으며 사용 시나리오를 통해 제안한 서비스의 유용성과 활용 가능성을 살펴보았다.

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A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

  • 김연정
    • Archives of design research
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    • v.17 no.3
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    • pp.255-262
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    • 2004
  • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

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Suggestions for improvement of domestic Digital Cultural Heritage from the analysis of EPOCH project (EPOCH 프로젝트를 바탕으로 한 국내 디지털 문화유산 발전방향의 제안)

  • Park, Min-Seo;Choi, Yeon-Hwa;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.225-231
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    • 2009
  • As digital cultural heritages have been applied to various fields, more systematic research on the domestic digital cultural heritage need to be improved. The EPOCH project by European Union contributed to standardization of ICT+CH domain, creation of network between different organization, and study of socio-economic impact of digital cultural heritage. We can find a way to improve domestic digital cultural heritage projects by analyzing EPOCH project in each management technique culture view. Based on these analysis this paper suggests the necessity to establish an independent research domain for digital cultural heritage, investment in heritage sites by private companies, and research to fit better with the user's need, and study on business administration in digital cultural heritages.

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Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

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.

History museum exhibit exhibits behavior analysis based on the analysis and satisfaction - With Permanent Exhibition Hall of The National Museum of Korean Contemporary History - (역사박물관의 전시형태에 따른 관람자 행태 및 만족도 분석 - 대한민국역사박물관 상설전시관을 중심으로 -)

  • Lee, So-Young;Byun, Dae-Joong
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.22-32
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    • 2013
  • Today, the museum historical material and mental, physical culture and heritage to preserve the collection and exhibition organization rather than to recognize that culture acts as a community to respond to the subject of the attitude and the ability jeokgeukhwa also due to the trend of the times due to changes in lifestyle education and research, and public participation in culture by expanding the role of dissemination activities are becoming. Museum exhibit these changes as part of a combination of various technologies in the coexistence of digital and analog display direction proactive and aggressive behavior, such as visitors expect to have an evaluation of the public and communicate the expectations of the plan in the exhibition space, the larger the effect can feel. This effective display for visitors to watch the way for a systematic approach to provide direction to the urgent reality. Museum visitors experienced officials to improve the quality of research in a variety of ways spectators began to try and move the action was to put the attention on the characteristics. Visitors to visit the Museum of History and ages, categorized by the type of display any difference in the behavior of the visitor experience and attributes based on what is being investigated for the History Museum's exhibition of any exhibit to visitors that experience and is to an analysis.

Digital Image Archiving Methodology on the Port of Busan: A Case Study Using an Open-Source Archiving Software (오픈소스를 이용한 부산항 사진 아카이브의 구축 방안)

  • Song, Jung-Sook;Heo, JeongSook;Lee, YeaLin
    • Journal of Korean Society of Archives and Records Management
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    • v.14 no.3
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    • pp.127-151
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    • 2014
  • This study aims to share a methodology for locality reproduction by concretely explaining the theoretical model, procedure, and practice of constructing the Port of Busan Image Digital Archive, based on the photographic and postcard images of the Port of Busan, the representative place of Busan. Among the open-source record management programs, Omeka was chosen in implementing the digital archive because of its suitability for image exhibition. After establishing the principles for archive implementation in accordance with the purpose of the archive, a basic investigation was conducted for the record collection. With the consent of the individuals and institutions that possess the related records on the Port of Busan, such as the National Archives of Korea, the Busan Museum, and the City of Busan, original image artifacts were thus collected. The collected artifacts were then described using the Dublin Core metadata and categorized by time period. The Port of Busan was classified through four distinctive spatial characteristics (transportation, historic, industrial, and living spaces). A total of 11 themes for the exhibition was then suggested. The Busan-Shimonoseki Ferry Boat was chosen as an example exhibition of transportation space.

An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.

Implementation of Digital Folding Screen System for Information Visualization Based on Web (웹기반의 정보시각화를 위한 디지털 병풍 시스템 구현)

  • Choi, Jeong-Hee;Yun, Chang-Ok;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1342-1350
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    • 2009
  • Until today, the uses of digital display system mostly included demonstration, observation, and exhibition of simple images. The strengths were that the images that changes in line with the music played could be reinterpreted as a different work. Also, it could stimulate the sensibility of the users. However, the range of the uses of the system is very limited and users could easily lose their interest. Therefore, it is necessary to develop a system that could continuously induce and motivate user interaction. Therefore, the RSS based digital folding screen system proposed by this paper has an objective of being used as an interactive media system which overcome the limitations of former eight-sided folding screen used for simple observation purposes. It also applied the main function of RSS in which the user could collect and read newly registered messages without visiting the blogs or corresponding websites. Therefore, it is capable of sending the information needed by the user. Generally, we can observe the contents for mere observation purposes and when necessary, it could also be utilized for advertisement or exhibition purposes. It could also be used as a information transfer system in public facilities.

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테마연재 / 디지털 스토리텔링의 원리

  • Lee, In-Hwa
    • Digital Contents
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    • no.8 s.123
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    • pp.106-115
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    • 2003
  • '디지털 스토리텔링(Digita0l Storytelling)'이란 디지털 기술을 매체환경 또는 표현 수단으로 수용해 이루어지는 스토리텔링이다. 영화를 비롯한 미디어 영상물은 대개 6단계의 표준 제작 공정으로 만들어진다. 1)기획개발단계(Develop) 2)제작준비단계(Pre-Production)3)제작단계(Production) 4)후반작업단계(Post-Production)5)배급단계(Distribution) 6)상영단계(Exhibition)가 그것이다. 디지털 스토리텔링이란 1)에서 6)에 이르는 매체 환경전체에 디지털 기술이 수용되거나, 최소한 1)에서 4)에 이르는 스토리에서 담화까지의 창작에 표현 수단으로 디지털 기술이 수용된 경우를 말한다.

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