• Title/Summary/Keyword: Exhibition Space

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study on the Design Methodology for the Embodyment of Tradition in Korean Garden (한국정원의 전통성 구현을 위한 설계방법론에 관한 연구 -EXPO '90 오사카 꽃전시회 한국 전시장 출품작을 중심으로-)

  • 이재근
    • Journal of the Korean Institute of Landscape Architecture
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    • v.19 no.1
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    • pp.61-80
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    • 1991
  • The purpose of this study is to present the design method to embody the cultural heritage and to reproduce the image of Korean Traditional Garden these days. For this purpose, to begin with, the major elements which can be applied to the planning and design were extracted by to study on the prototype of Korean Traditional Garden, and the process and the outcome for reconstruction of traditional garden were presented by design proposal for the Korean Garden in the exhibition space of EXPO '90, the International Garden and Greenary Exposition, Osaka, Japan, 1990. The study on the prototype of Korean Garden is focused on the spatial organization, the facilities allocation, and the gardening technic of traditional garden, and the major contents of the case study are as follow ; (1) To investigate the constraints and the opportunities of site development by the analysis and the synthesis of the site condition for the case study, (2) To study on the planning technic which can be applied to the site, (3) To establish the planning models which can be introduced into the site and to choose the final model by the comparison and valuation of them, (4) To set up the Master Plan on the basis of the final model. In spite of the fact that the method and the contents have a lot of problems, the significance of this study is to present a possibility to reproduce the Korean Traditional Garden these days, moreover to grope for the opportunities to propagate it internationally.

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A Study on the Cases of Folly Project in the Contemporary Architecture After Parc de la Villette (라빌레뜨 이후 현대건축에서 나타난 폴리 프로젝트 사례 연구)

  • Kang, Hyo-Jeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.144-152
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    • 2014
  • This study evaluated how folly is experimented in the contemporary architecture after 30 years when Bernard Tchumi first introduced it to the public by the modern transformation as a garden ornament. First, folly project has been carried out based on the general concept of energizing dwindling cities. However, it has changed to the direction of adding specific programs. Also, along urban regeneration that does not change deterioration of previous structures, Folly changed in the emphasis on readjust existing structure. Second, by having different designers presenting their own follies during the Osaka Expo, folly now has part on visual exhibition element. This has similarity with public art project, yet it could more actively intervene for urban regeneration compared to conventional environment sculpture. Third, folly is experimented as the event-installation art combined form of architecture and art where people could experience the space and enjoy art. Fourth, folly enabled the landscaping of architecture and expanding city planning. Recently Gwangju Folly invited various arts, social, and cultural professionals to converge city design with architecture, landscaping, and other diverse genres.

Implementation of Real-time VJing System for Live Projection Mapping Performance (라이브 프로젝션 매핑 공연을 위한 실시간 VJing 시스템 구현)

  • Noh, Seon;Lee, Jaejoong;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.55-66
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    • 2013
  • In these days, small devices like smartphones, TV, and projectors are popular, and they are being developed rapidly. The projector is being used in cinema and exhibition because it makes a big screen. This feature makes new expression named projection-mapping in art world. Projection-mapping is being utilized extensively in stages of performances, and it use variety of shape's screens. But projection-mapping has limitation in space. So in this paper, we propose new performance system for projection-mapping and it make possible to overcome many difficulties. Also, we discuss the result of using the system in actual performance. We hope to develop the utilization of projection-mapping in performance.

A Study on the Direction of Planning in Cultural Rural Village - Focused on the Case in Yoonghari, Chungwon-kun, Chungchengpukdo - (농촌 문화마을 조성계획과 사업방향에 관한 고찰 -충청북도 청원군 영하리 마을사례를 중심으로-)

  • 이재근
    • Journal of Korean Society of Rural Planning
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    • v.1 no.1
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    • pp.75-88
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    • 1995
  • The purpose of this study is to present the direction for scheme cultural rural village. For this purpose, to begin with, the major elements which can be applied to the theory were extracted by the study on the scheme of rural village, and the process and the outcome for renovation of rural village were presented by design proposal for the rural village in the exhibition space of yoonghari in Chungwon-kun, Chungchengpukdo. The study on the scheme of rural village is focused on the spatial organization, the futilities allocation, and the major contents of the case study are as follow : (1) To investigate the constrains and the opportunities of site development by the analysis and the synthesis of the site condition for the case study, (2) To study on the planning theory which can be applied to the site, (3) To establish the planning directions which can be introduced into the site and to choose the rmn model by the comparison and valuation of them, (4) To set up the Master Plan on the basis of the final model In spite of the fact that the method and the contents have a lot of problems, the significance of this study is to present a possibility to renovate the rural village these days, moreover to grope for the opportunities to propagate it.

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The Influence of Architecture on the Altes Museum in Designing the Pinakothek der Moderne (피나코텍 데 모데르네 설계과정에 나타난 알테스뮤지엄의 영향)

  • Cho, Ja-Yeon
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.3-10
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    • 2011
  • In the phase of an architectural designing, the Pinakothek der Modeme in Munich is considered that it is influenced by the Altes Museum in Berlin. The critical elements were composed of the classification of Tominaka and my points of view. Two buildings were analyzed for comparison by six elements, such as, a spatial construction, an organization of plan, an organization of section, a composition of elevation, a method of construction and a composition of mass. The results of the analysis were that the design of the Pinakothek der modeme was influenced by the Altes Museum as follows: 1)the use of square and circle in the composition of plan, 2)the use of a curtain of columns and a formation of the transitional space between columns and front wall, 3)the location and function of the main stairs and the inner court, 4)the arrangement of exhibition halls, 5)the covering of dome, 6)the unification of spaces of different floors through the rotunda. This study may be helpful for any architects who make a decision of the method and the range of reference to some other building in the beginning of design.

A Study on Color System for Korea Children's Museum (국내 어린이박물관의 색채 환경에 관한 연구)

  • Yu, Jin;Lee, Sung-Hoon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.49-53
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    • 2007
  • Children's museum has roles of the characterized place for children as well as the museum for education. Therefore, specific color selection especially for children is one of the most important points to be considered. This study is the short investigation on various interior color systems of children's museums in Korea. In case of Children's Museum in National Museum of Korea, each exhibition area is apparently divided by adopting colors in accord with the subject of each space. Middle color in that museum generally gives stability, and clear color and accent color give better perception and vitality Children's folk Museum has adopted Korean traditional colors, O-Bang Colors, which have indicated Korean tradition for ages. All sections in Incheon Children's Museum are spatially divided, but similar colors of ceiling, wall, and floor give boring atmosphere. Since original colors of furniture in Science section distract attraction of children, proper color selection should be required for better reaction from children. Therefore, this research is aiming for detailed investigation in color system of children's museum and the proper interior color planning of the next children's museums with their main purpose for children in the future.

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Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

IEEE 802.11 ax optimization design study in XR (eXtended Reality) training room

  • Chae, Yeon Keun;Chae, Myungsin
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.253-264
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    • 2022
  • In the era of the pandemic, the importance of a wireless LAN environment has become increasingly important, especially as the era of smart working and non-face-to-face education has become a universal and daily routine. Smartphones, tablets, laptops, PCs, smart watches, and wearable devices, collective referred to as wireless terminals, can be accessed anytime and anywhere through the internet, allowing for consistent and constant access to offices, factories, warehouses, shopping malls, railways, hotels, hospitals, schools, logistics centers, airports, exhibition halls, etc. This sort of access is currently being used in roads, parks, traditional markets, and ports. Since the release of the IEEE 802.11 Legacy Standard in 1997, Wi-Fi technology has been continuously supplemented and revised, and the standard has been continuously developed. In the era of smart working, the importance of efficient wireless deployment and scientific design has become more important. The importance of wireless in the smart factory, in the metaverse era, in the era of pursuing work and life that transcend time and space by using AR, VR, MR, and XR, it is more urgent to solve the shadow area of Wi-Fi. Through this study, we intend to verify the wireless failure problem of the xr training center and suggest improvement measures.

Usability Testing of Open Source Software for Digital Archiving (디지털 아카이브 구축을 위한 공개 소프트웨어 사용성 평가)

  • Jeon, Kyungsun;Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.247-271
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    • 2018
  • This research aims to explore the possibility of open source software for creating digital archives of small organizations or ordinary people that run short of budget and professional workforce and may easily create digital archives without the help of a professional. To do so, this study suggested three open source software, AtoM, ArchivesSpace, and Omeka, for such use, and conducted usability tests with system designers and users who had no experience with open source software. The results of the usability testing was that AtoM, which was developed to support the records management system and user services of small organizations, proved satisfactory to both system designers and users. ArchivesSpace had too many required fields with it to create archives. Omeka greatly satisfied the system designers because it is possible to create archives with simple inputs on the item level. However, Omeka, which focuses on exhibition functions while neglecting search functions, registered low satisfaction among the users. Based on the results of the usability testing, this study suggested selection criteria of open source software for small organizations or ordinary individuals, namely, purposes, license, characteristics, service creation environment, advantages and disadvantages, functions, metadata, file type, and interoperability.