• Title/Summary/Keyword: Exhibition Technology

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The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.

A Study on the Process of Sequential Collaborative Projection Mapping - Focused on case of 'Media Conglomerate' - (순차협업형 프로젝션 맵핑 제작 과정에 관한 연구 - 'Media Conglomerate'의 사례를 중심으로 -)

  • Lee, Eun Ju;Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.26
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    • pp.289-299
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    • 2016
  • The range of art has been gradually expanded with the passage of time. Science and technology have also contributed to the arts in the name of media art, and artists and technicians have become collaborative. In this paper, we investigate the meaning of collaboration in art and analyze the case focusing on Projection Mapping which is a field of Media Art. In particular, this study propose the concept and production process of Sequential Collaborative Projection Mapping works, and see the work of making and exhibition as one experiment. Based on this, sequential collaborative procedures are defined in the case of work production, and the underlying technologies and procedures for collaboration are presented. The presented techniques and procedures can be applied to projection mapping exhibitions and festivals as a platform. In this process, we have reviewed the collaborative relationship between artists and technicians, and the issues with regard to giving and receiving the credit of works.

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

Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.

The Mirror-based real-time dynamic projection mapping design and dynamic object detection system research (미러 방식의 실시간 동적 프로젝션 매핑 설계 및 동적 사물 검출 시스템 연구)

  • Soe-Young Ahn;Bum-Suk Seo;Sung Dae Hong
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.85-91
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    • 2024
  • In this paper, we studied projection mapping, which is being utilized as a digital canvas beyond space and time for theme parks, mega events, and exhibition performances. Since the existing projection technology used for fixed objects has the limitation that it is difficult to map moving objects in terms of utilization, it is urgent to develop a technology that can track and map moving objects and a real-time dynamic projection mapping system based on dynamically moving objects so that it can respond to various markets such as performances, exhibitions, and theme parks. In this paper, we propose a system that can track real-time objects in real time and eliminate the delay phenomenon by developing hardware and performing high-speed image processing. Specifically, we develop a real-time object image analysis and projection focusing control unit, an integrated operating system for a real-time object tracking system, and an image processing library for projection mapping. This research is expected to have a wide range of applications in the technology-intensive industry that utilizes real-time vision machine-based detection technology, as well as in the industry where cutting-edge science and technology are converged and produced.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Tree-Ring Dating of Wood Elements Used for Tongmyungjeon Hall of Changkyung Palace - The Year of Transforming from Ondol Rooms to Wooden Floors- (창경궁 통명전 목부재의 연륜연대 측정 -방에서 마루로 변형된 시기규명을 중심으로-)

  • Park, Won-Kyu;Son, Byung-Wha;Han, Sang-Hyo
    • Journal of architectural history
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    • v.12 no.3
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    • pp.53-63
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    • 2003
  • Tree-ring chronologies can be used to date historical buildings by matching them with the chronologies of living trees or previously dated samples. Tree-ring dating gives a calendar year to each tree ring and produces the felling dates of logs or woods which had been used for buildings. In Korea, several chronologies of Japanese red pine(Pinus densiflora Sieb. et Zucc., 'sonamu' in Korean), a major species for the wooden building materials, have been developed and used for dating historical buildings. In this study, Tongmyungjeon Hall of Changkyung Palace in Seoul was dated by tree rings. The present Tongmyungjeon Hall was known to be reconstructed in A.D. 1834 after burned-out in A.D. 1790. We sampled total of 122 wood samples which were replaced during the repair process in 2002-2003. Felling dates of the samples were determined by the dendrochronological crossdating method. Crossdating method employs graphic comparison of the master patterns (ring-width chronologies of known dates) with those of the sample chronologies of unknown dates. Tree-ring dates confirmed that the reconstruction of 1834 utilized second-handed timbers as well as fresh-cut ones. The felling dates of wooden floor frames were mostly A.D. 1913, indicating the 'Ondol' floors were changed to the wooden floors around 1914 when the Japanese rulers brutally destroyed the royal Korean Palaces and transformed palace buildings to their offices or exhibition halls after occupying Korea in 1910. This study proved that tree-ring dating was a useful and accurate method to identify the critical dates for the history of Korean traditional buildings.

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360° Projection Image Analysis Method for the Calibration (보정을 위한 고해상도 360° 프로젝션 영상 분석 방법)

  • Han, Jung-Soo;Kim, Gui-Jung
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.203-208
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    • 2015
  • Image degradation will occur depending on hardware characteristics according to the lapse of time between beam projectors when multivision system is installed in the Theme park/Exhibition/Science Museum. In this paper, we have researched the 10-bit High-depth and high-resolution $360^{\circ}$ projection image analysis technique to solve the problems of quality and the maintenance of the theater. The goal is to minimize the economic losses and the development of special theater calibration system that can efficiently support a quality of an image. We proposed the method of image analysis technology, and explained the detailed functions and evaluation methods for image analysis technique. Evaluation method included the performance items, and proposed reasonable value to the experimental method and the goal value.

A Study on the Repairs of School Uniforms according to Adolescents' Expressive Desires (청소년들의 표현 욕구에 따른 교복수선 행태조사)

  • Choe, Ok-Hui;Jung, Ok-Im
    • Journal of the Korean Home Economics Association
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    • v.47 no.9
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    • pp.15-26
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    • 2009
  • The main purpose of this study was to speculate how psychological state of adolescent students has changed their school uniform style. For the study, the distinctive characteristics during adolescence stage were theoretically examined. Through the examination, this study found four interests in fashions and school uniforms. For the purpose, this study conducted interviews with grade 2 students in a total of six coeducation secondary schools in Seoul, Gyeongki and Gwangju using a questionnaire. The survey period ranged from December 15 2008 to December 24 2008 and a total of 1196 were used for a final analysis. This study extracted factors as Principal Components Analysis and used Varimax for orthogonal rotation analysis. To measure confidence, it used Cronbach's a test to item internal consistency. For data analysis, it used SPSS WIN 12.0 and for hypothesis analysis, frequency analysis, cross analysis, independent t-test, and one-way ANOVA were conducted. For posterior analysis, it used Sheffe test. The results are as follows: First, the interests in fashion and school uniforms differed depending on their own tastes, but these interests were more influenced by environment around school. Secondly, the boy subjects were more aggressive towards repairs their uniforms than the girls, which suggested that boys had stronger desire to show themselves to others and more satisfaction from repairs their uniforms than the girls. Based on the results, this study concluded as follows: We should pay attention to preventing deformation in original design of school uniforms while expanding options to have variable designs or to change detailed part of design. So, there will be no additional uniform mending expense and financial loss to parents, and students will be more satisfied with their school uniforms.

Present Status and Development Strategies of Maglev in Korea (자기부상열차(磁氣浮上列車) 기술체계(技術體系)와 개발전략(開發戰略))

  • Yoo, Mun-Hwan;Kim, In-Kun
    • Proceedings of the KIEE Conference
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    • 1991.07a
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    • pp.102-105
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    • 1991
  • In recognition of the transportation problems of the present and to prepare for the ever increasing demands of the future, government decided to develop the magnetically levitated train domestically and started R&D program office in Korea Institute of Machinery and Metals(KIMM). This office since has established three step by step goals : first to develop a 40 passenger exhibition vehicle for Daejon EXPO'93, second to develop the low to mid-speed maglev system for urban public transportation by 1997 and finally the high speed inter-city maglev train by year 2001. The first two maglev systems will use attractive levitation-LIM driven technologies and these technologies are the ones currently being developed by this office and others. The maglev train system is a product of wide range of technologies from electro-technologies to civil engineering technologies. Some of the technologies are currently available but more have to be developed in the near future and these technologies are owned by or to be developed by various institutions within the science & technology community. The level of the technologies available at the present time are still very rudimentary and their basis are very narrow. Recently we have made a few successes in terms of levitation and propulsion but they are only with small scale modules and results are very qualitative at best. A great deal of development work has yet to be done to refine the technologies and to gain confidence. Full scale levitation/propulsion modules will be tested on the curved guideway within 6 months by this office and another institution. This paper reviews the current status of the maglev technologies in Korea and discuss the development strategies. The Korean maglev program is very ambitious and the schedule is even more so. A steady financial support and strong system engineering and integration are essential to the success of this program.

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