• Title/Summary/Keyword: Exhibition Space

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Parametric Design Process for Structural Quantity Optimization of Spatial Building Structures (대공간 건축물 골조물량 최적화를 위한 파라메트릭 설계 프로세스)

  • Choi, Hyunchul;Lee, Si Eun;Kim, Chee Kyeong
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.2
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    • pp.103-110
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    • 2017
  • In this paper, it is covered in detail the process of generating structural alternatives with geometry change and its optimization by StrAuto. The main roof structure of the Exhibition Center is modelled parametrically and the optimal alt is derived by observing volume changes according to geometry change of main roof truss. Existing studies performed optimization process through sections and properties due to the limitations of shape change, but this study have meaning of performing the optimization with geometry changes which is the most critical skills of StrAuto. By the process of securing a sufficient margin by geometry changes and reducing volume with the optimization of sections, despite of a partial optimization of large space structure, it could be reduced by 11.7% of the total volume.

Interpretation of the place discourse of Deoksugung Doldam-gil through News Big Data (뉴스 빅데이터를 통한 덕수궁 돌담길의 장소 담론 해석)

  • Sung, Ji-Young;Kim, Sung-Kyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.923-932
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    • 2017
  • Based on the metadata of BIGkids, a news big data system, this study analyzed the trends of news coverage by the major fields and topics related to Deoksugung Doldam-gil in mass media. In addition, we tried to interpret the space discourse of Deoksugung Doldam-gil which has been formed in contemporary period through the analysis of data related to BIGKinds, the contents of related reports and context. As a result of the analysis, the coverage of Deoksugung Doldam-gil was mostly reported in the field of 'Culture', and the news related to 'Cooking_Travel', 'Exhibition_Performance' and 'Broadcasting Entertainment.' Deoksugung Doldam-gil was categorized as the pedestrian freindly street, the cultural and artistic street, and the historical street, and interpreted the spatial discourse with related news contents.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.397-402
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    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.

Early Abstract Paintings of Yoo Youngkuk (유영국의 초기 추상, 1937~1949)

  • Chung, Young-Mok
    • The Journal of Art Theory & Practice
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    • no.3
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    • pp.173-192
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    • 2005
  • Yoo Youngkuk started his career as an artist when he entered Bunkagakuin of Tokyo in 1935 he actively participated in the Japanese art scene as a young Korean artist until 1943. In his earliest works, Rhapsody and Work B, Surrealist and abstract influences are manifested as these were prevalent in Japan at the time. With the exception of Rhapsody and Work B, all works available that were executed between 1937 and 1940 are abstract, which points to the fact that Yoo intended abstraction from the beginning. Surviving works in relief suggest his early style was founded on the abstractions similar to Russian Avant-Garde, Neo-plasticism and Bauhaus simplicity. His early abstractions were not the ideational images derived in the process of the abstraction of the representational image, but they arose from the constructive attitude in composing the already stylized non-representational geometries. It is worth noting that his early emphasis was on the pure and absolute geometric abstraction, rather than the images motivated from the figurative representation. Yoo differentiates himself from Kim Whan Ki in the following aspects: one, he eliminated the subject matter i.e. human figures and the nature; two, he maintained the constructivist attitude in creating a strict and absolute abstraction; three, he experimented with different styles without combining them. He manifests direct influences from the prevalent Western art influences, such as Futurism and Russian Avant-Garde, unlike Kim who vaguely references. In both paintings and reliefs, Yoo's attempt in the realization of the pictorial depth and space seems cerebral and conceptualized compared with the other artists of the time who resolved abstraction via the constructive dimension. Uemura, a contemporary critic to the geometric abstractions in Japan, disapproves the stylistic bent in the adaptation of the abstract painting without the comprehension of its spiritual movement. As witnessed in other criticisms as well, contemporary Japanese critics' interest lie mainly in the superficial observation such as the presence of representational elements, composition and use of color. Such formal and superficial understanding of the geometric abstraction resulted in

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Play and Education Program Development Based on the Instructional Systems Development (교수체제개발에 기초한 놀이교육 프로그램 개발)

  • Park, Hye-Jin;Kim, Kwi-Ok;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.19-27
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    • 2019
  • The purpose of this study is to develop play education programs based on the instructional systems development (ISD). To achieve the goal, play education programs for elementary school students were developed based on the ADDIE model. Internal researchers, teaching design experts, and subject matter expert reviewed, modified, and developed play and education programs having three modules: design and scheduling, making a model, and preparing an exhibition. Students set up a program to realize the play space they want through collaboration with their peers. The program was applied to fifth grade elementary school students in Chungju for verification of the play and education program. At the end of the play education program, the FGI was conducted on 13 students to measure the overall value of the play education program, including its sustainability. Through these processes, we drew the effects and implications of the play education program and presented future research directions of play education and projects for elementary school students.

A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

Keyword Analysis of Arboretums and Botanical Gardens Using Social Big Data

  • Shin, Hyun-Tak;Kim, Sang-Jun;Sung, Jung-Won
    • Journal of People, Plants, and Environment
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    • v.23 no.2
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    • pp.233-243
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    • 2020
  • This study collects social big data used in various fields in the past 9 years and explains the patterns of major keywords of the arboretums and botanical gardens to use as the basic data to establish operational strategies for future arboretums and botanical gardens. A total of 6,245,278 cases of data were collected: 4,250,583 from blogs (68.1%), 1,843,677 from online cafes (29.5%), and 151,018 from knowledge search engine (2.4%). As a result of refining valid data, 1,223,162 cases were selected for analysis. We came up with keywords through big data, and used big data program Textom to derive keywords of arboretums and botanical gardens using text mining analysis. As a result, we identified keywords such as 'travel', 'picnic', 'children', 'festival', 'experience', 'Garden of Morning Calm', 'program', 'recreation forest', 'healing', and 'museum'. As a result of keyword analysis, we found that keywords such as 'healing', 'tree', 'experience', 'garden', and 'Garden of Morning Calm' received high public interest. We conducted word cloud analysis by extracting keywords with high frequency in total 6,245,278 titles on social media. The results showed that arboretums and botanical gardens were perceived as spaces for relaxation and leisure such as 'travel', 'picnic' and 'recreation', and that people had high interest in educational aspects with keywords such as 'experience' and 'field trip'. The demand for rest and leisure space, education, and things to see and enjoy in arboretums and botanical gardens increased than in the past. Therefore, there must be differentiation and specialization strategies such as plant collection strategies, exhibition planning and programs in establishing future operation strategies.

Value Evaluation on the Experience Space of the Age-friendly Product (고령친화용품 체험공간에 대한 가치 평가)

  • Oh, Chan Ohk;Joo, Soo Hyun;Jin, Jae Moon;Kim, Soo Young
    • Design Convergence Study
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    • v.16 no.3
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    • pp.17-37
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    • 2017
  • The purpose of this study is to evaluate the value of the center of age-friendly goods to confirm the public value of the center. 152 elderly participants, either who have utilized the center themselves or who have experienced the center indirectly through the image have participated in the study. The experience of age-friendly product center was evaluated by the contingent valuation method, which is widely used in the public services. A double-bounded dichotomous choice (DB-DC) log-logistic model and a log-normal model were conducted. As the result of the estimation, the truncated mean of the log-logistic model was 3,401 Korean won, with the mean of 4,937 won. In addition, the truncated mean of the log-normal model was 3,433 won, with the mean of 4,144 won. Elderly who have not experienced the center placed a higher value on the center, compared to the experienced elderly. The results imply the necessity to enlarge the opportunity for future suppliers to experience the center for age-friendly products, in order to improve their objective understandings. In addition, the necessity of expanding exhibition products and applying age-friendly designs is proposed, to offer various attractive experiences to elderly.

A Study on the Representation Characteristics of Yuanming New Garden in China by Traditional Landscape Creation Techniques (전통조경 조성 기법으로 본 중국 원명신원의 재현 특성 고찰)

  • Kim, Dong-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.1
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    • pp.103-114
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    • 2020
  • This study was conducted on Yuanming New Garden in China, which re-lighted the previously lost or damaged original space through representation from the perspective of creating traditional landscape. We looked at the composition of this place, the comparison of relevant literature and actual representation, and the characteristics of representation techniques. The results are as follows. First, TYuanming New Garden is a representation space with the motif of Yunamingyuan in Beijing. An advisory group of some 400 related experts discussed the prototype. The historicity of the real space was considered in the representation process. Second, New Yuanmingyuan garden was recreated based on the 'The Forty Scenic Views of Yuanmingyuan', and 31 of the scenic spots were created. The buildings in each precinct had a 1:1 scale response with structures that were previously constructed in Yuanmingyuan, Beijing. New Yuanmingyuan garden's way in which the main landscape is laid out around the Fuhai Lake(福海), which the landscape is drawn appeared was the same as Yuanmingyuan in Beijing. However, some of the facilities were reproduced on the basis of the 'The Forty Scenic Views of Yuanmingyuan', so they turned out to be different from what Yuanminyuan in Beijing looks like today. New Changchunyuan garden was represented around water landscape of the Western Mansins(Xiyang Lou, 西洋樓) area and the Haeakgaegum(海岳開襟), and the buildings and the facilities were reconstructed based on the 'Copper Print of Western Mansins'. Third, Yuanming New Garden made a prototype of the 'The Forty Scenic Views of Yuanmingyuan' and 'Copper Print of Western Mansins' during the process of synchronic changes in the garden. In addition, the original space and the ambiguous original space or exhibition space were clearly identified through the plant. On the other hand, due to the reenactment of buildings, the spatial composition and placeability of the original spaces of Yuanmingyuan garden and Changchunyuan garden in Beijing were not inherited, and the introduction of elements that did not match traditional landscaping spaces, and the introduction of garden elements that were not prototype and other variations for the use of tourism were found to be drawback.

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.