• Title/Summary/Keyword: Exhibition Technology

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The Specification of Science Education Programs in the Local Public Library: Focusing on the Programs In G-city

  • Ahn, In-Ja
    • International Journal of Knowledge Content Development & Technology
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    • v.2 no.1
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    • pp.17-35
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    • 2012
  • The city of 'G' has been made a number of achievements with its science program as a part of public library's cultural program during the last 5 years. Recently, the national science centre has been established in the same city, the debate is now needed whether the science program in the public library have reasons to be maintained or to be reduced. The aim of this research is on the operating strategies of the science program in the public library. The research methods include case studies of operational strategies in domestic and foreign science centre, the level of satisfaction of local citizen on the science program, the vision of science program in the advancement of public library in the $21^{st}$ century. In results, the research proposes that the science program in public library should be maintained, but with locally characterised programs. In addition, the study also advised on the provision of scientific information, the strengthened search functions, and the development of user-centred services for those in science fields.

A study on the Interactive Expression of Human Emotions in Typography

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.122-130
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    • 2022
  • In modern times, text has become an image, and typography is a style that is a combination of image and text that can be easily encountered in everyday life. It is developing not only for the purpose of conveying meaningful communication, but also to bring joy and beauty to our lives as a medium with aesthetic format. This study shows through case analysis that typography is a tool for expressing human emotions, and investigates its characteristics that change along with the media. In particular, interactive communication tools and methods used by interactive typography to express viewers' emotions are described in detail. We created interactive typography using the inputted text, the selected music by the viewer and the viewer's movement. As a result of applying it to the exhibition, we could confirm that interactive typography can function as an effective communication medium that shows the utility of both the iconography of letter signs and the cognitive function when combined with the audience's intentional motion.

First Record of the Smoothtail Mobula, Mobula thurstoni (Myliobatiformes: Myliobatidae) in Southern Korea (한국 여수에서 채집된 매가오리과 (Myliobatidae) 어류 첫기록종, Mobula thurstoni)

  • Myoung, Se Hun;Song, Young Sun;Kang, Chung-Bae;Choi, Hong-In;Kim, Jong-Gwan;Yoon, Moongeun;Im, Jaebok;Han, Dong-Jin
    • Korean Journal of Ichthyology
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    • v.33 no.2
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    • pp.148-154
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    • 2021
  • Two specimens (1770~1850 mm disc width) of Mobula thurstoni, belonging to the family Myliobatidae, order Myliobatiformes, were first collected from the central coast of the Southern Sea of Korea in September 2018. This species is characterized by an anterior margin of disc with double curvature, a white-tipped dorsal fin, and the absence of a caudal spine. This species is morphologically similar to Mobula kuhlii, but has an anterior margin of pectoral fins with a double curvature and the dorsal coloration is bluish black rather than white. In addition, M. thurstoni was well distinguished from M. kuhlii as determined by mitochondrial DNA 16S rRNA sequences with genetic distances ranging from 0.030 to 0.069. The Korean name 'Mae-kkeun-kko-li-jwi-ga-o-li' is proposed for the species M. thurstoni.

Exploring the Characteristics of STEAM Program Developed by Docents and its educational impact in the Natural History Museum

  • Park, Young-Shin;Park, Jin-Hee;Ryu, Hyo-Suk
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.75-90
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    • 2014
  • The purpose of this study was to explore the characteristics of STEAM program developed and implemented by two docents and its educational impact for the use of natural history museum. Two docents developed this program with the help of science educators who ran five times of workshop during five months. The STEAM program implemented in the natural history museum demonstrated the following characteristics. The exhibitions in museum were reached by visitors only for learning science concepts (S) out of five components in STEAM. The other components, T (technology) and E (engineering), were delivered through lectures in the room, not exhibition hall. M (Mathematics)was achieved by guessing the animal's size, or calculating the walking or running speed with the clue of foot prints. The three phases of STEAM program (presentation of context, creatively design the investigation, and emotional touch) were explicitly implemented but partially successful. Two docents participating in this study responded that they formed new or extended the understandings about STEAM education, but they had the difficulties in implementing STEAM program for various type of visitors. All visitors who participated in this study displayed the favorable responses in educational impact by STEAM program in natural history museum. The heavier emphasis on E and T of STEAM program is recommended through community-based learning. In addition, educator professional program through which docents can bridge theory into practice is suggested for revitalization of STEAM education.

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
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    • v.16 no.1
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    • pp.139-162
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    • 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.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Implementation of total management system for exhibitions and Convention using beacon (Beacon기술을 이용한 MICE시스템 설계 및 구현)

  • Kim, Young-Ick;Kim, Mijung;Kim, Hyu-Chan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.2
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    • pp.35-44
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    • 2016
  • MICE industry is emerging as a new growth engine recently. Most of the domestic MICE events are carried out at low cost on a small scale. The event organizers want to cut down on costs of prints such as brochures and other promotional printed materials, as well as the personnel costs for the simple guide job needed on site, which are generated repeatedly and wastefully. The existing mobile web has a defect that the participants can't easily earn the information in the fixed menu, but have to search by themselves wasting lots of time. Therefore, it is necessary to develop the solution enables providing information efficiently at low cost for short-term use during the events. In this study, we implemented specific total management system for exhibitions and convention using beacon. The information system for exhibitions and events using beacon can raise the management efficiency, and the digital brochure function based on CMS heightens the information retrieval ability and also reduces costs. Organizers can manage their event efficiently in a small exhibition and convention event by running an online website and operate a site management system by them selves.

Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.123-132
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    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

A Method of Color KANSEI Information Extraction in Video Data (비디오 데이터에서의 컬러 감성 정보 추출 방법)

  • Choi, Jun-Ho;Hwangi, Myung-Gwon;Choi, Chang;Kim, Pan-Koo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.532-535
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    • 2008
  • The requirement of Digital Culture Content(Movie, Music, Animation, Digital TV, Exhibition and etc.) is increasing so variety and quantity of content is also increasing. The Movie what majority of the digital Content is developing of technology and data. In the result, the efficient retrieval service has required and user want to use a recommendation engine and semantic retrieval methods through the recommendation system. Therefore, this paper will suggest analysing trait element of digital content data, building of retrieval technology, analysing and retrieval technology base on KANSEI vocabulary and etc. For the these, we made a extraction technology of trait element based on semantics and KANSEI processing algorithm based on color information.

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An Implementation of Device Connection and Layout Recognition Techniques for the Multi-Display Contents Delivery System (멀티 디스플레이 콘텐츠 전송 시스템을 위한 디바이스 연결 및 배치 인식 기법의 구현)

  • Jeon, So-yeon;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1479-1486
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    • 2016
  • According to the advancement of display devices, the multi-screen contents display environment is growing to be accepted for the display exhibition area. The objectives of this research are to find communications technology and to design an editor interface of contents delivery system for the larger and adaptive multi-display workspaces. The proposed system can find existence of display devices and get information without any additional tools like marker, and can recognize device layout with only web-cam and image processing technology. The multi-display contents delivery system is composed of devices with three roles; display device, editor device, and fixed server. The editor device which has the role of main control uses UPnP technology to find existence and receive information of display devices. extract appointed color in captured picture using a tracking library to recognize the physical layout of display devices. After the device information and physical layout of display devices are connected, the content delivery system allows the display contents to be sent to the corresponding display devices through WebSocket technology. Also the experimental results show the possibility of our device connection and layout recognition techniques can be utilized for the large spaced and adaptive multi-display applications.