• Title/Summary/Keyword: Exhibition Technology

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A Study on Display Techniques and Characteristics of Contemporary Fashion Exhibitions (현대 패션 전시의 유형별 연출 기법과 특성 연구)

  • Jung, Dawn;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.5
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    • pp.823-838
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    • 2018
  • The article surveys the technique and characteristics of contemporary fashion exhibitions in terms of fashion museography and fashion curation. The article reviewed both a literature study on the history of fashion exhibition focused on the display technique as well as a case study of domestic and international contemporary fashion exhibitions. The results of the article is as follows. Fashion brand exhibitions are about building competitive business advantage by planning differentiated contents. It gives viewers a brand fantasy and increases brand loyalty. This type mainly displays the latest collections on the commercial purpose as well as uses diverse mediums and high technology to make a spectacular space that provides an immersive experience to the viewer. Second, the museum fashion exhibition focuses on the roles of fashion in terms of social, cultural and artistic aspects that also focus on public education. The presentation technique emphasizes careful collection conservation rather than celebrate fashion business. The article is to encourage a further scholar discourse of fashion curatorial practice and theory.

A Study on the Characteristics of Methods for Experiencing Contents and Network Technologies in the Exhibition space applied with Location Based Service - Focus on T.um as the Public Exhibition Center for a Telecommunication Company - (위치기반서비스(LBS) 적용 전시관의 콘텐츠 체험방식과 기술특성에 관한 연구 - 이동통신 기업홍보관 티움(T.um)을 중심으로 -)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.173-181
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    • 2010
  • Opened on November 2008, as the public exhibition center of a telecommunication company, T.um is dedicated for delivering the future ubiquitous technologies and business vision of the company leading domestic mobile communication business to the global expected clients and business partners. Since the public opening, not only over 18,000 audiences in 112 nations have been visiting T.um, but also the public media have been releasing news regarding the ubiquitous museum constantly. By the reasons, T.um is regarded as a successful case for public exhibition centers. The most distinguished quality of the museum is established by the Location Based Service technology in the initial construction stage. A visitor in anyplace of T.um can be detected by digital devices equipped GPS systems. The LBS system in T.um allows visitors to get the information of relevant technologies as well as the process of how to operating each content at his own spots by smart phone of which wireless network systems make it possible. This study is focusing on analyzing and defining the T.um special qualities in terms of technologies to provide the basic data for following exhibition space projects based on LBS. The special method of experiencing contents can be designed by utilizing the network system applied to T.um in the planning stage.

Space design Effect on Marketing ­ - Concentrating on B to B transaction - (공간 디자인이 마케팅에 미치는 영향 ­ - 전문전시회에서 B to B 거래중심으로 -)

  • Kim, Young Soo;Jeong, Dong Bin;Kim, Kyong Hoon
    • Korea Science and Art Forum
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    • v.20
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    • pp.147-158
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    • 2015
  • This study made an approach to the industrial exhibition space, which is a medium of marketing communication, from the position of an enterprise and consumers through the output of Space Design, and conducted it with focus on B2B transactions among specialized exhibitions. In addition, this study inquired into what factors should be considered along with space design by interpreting the purpose of participating in the exhibition and space design of the enterprise which supply capital goods, elements, related technologies and materials, etc. This study aimed at drawing the direct/indirect effect, produced by space design, on the marketing by analyzing correlation between space design and participating enterprises' marketing. Despite the marketing effect of the exhibition, which was proved by preceding research results, the reality is that exhibition-participating expenses work as considerable burden on enterprises. Particularly, booth design, which is forming the most proportion among the participating expenses, was found to have insufficient influence on visitors due to the decline in its importance among diverse factors influencing visitor's decision to visit a booth. Regardless of the business category of participating enterprises in the exhibition, the standard of exhibits was ranked as the most important consideration factor in visiting a booth. Even by business category, the standard of booth design rarely had an influence on booth visit. Booth design had an affirmative influence on participating enterprise's preference, but its influence on product purchase or business talk & contact with a participating enterprise or price was found to be extremely low. It's difficult to judge marketing success or failure of an exhibition by the form and standard of booth design. Preferably, this study infers that it's necessary to put much weight on qualitative excellence of an exhibition, which consists of participation of an enterprise in possession of excellent technologies, exhibits with higher standards and high-quality visitors with purchasing power. This study suggests that it's more effective to set up the plan for expansion of participation in exhibition by optimally regulating the proportion of space design in participating expense to increase marketing effectiveness of an exhibition. The limitations of this study, analysis of which based on the visitors to an exhibition only, requires supplementation through the follow-up research work on participating enterprises in the exhibition.

A Study on AI Algorithm that can be used to Arts Exhibition : Focusing on the Development and Evaluation of the Chatbot Model (예술 전시에 활용 가능한 AI 알고리즘 연구 : 챗봇 모델 개발 및 평가를 중심으로)

  • Choi, Hak-Hyeon;Yoon, Mi-Ra
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.369-381
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    • 2021
  • Artificial Intelligence(AI) technology can be used in arts exhibitions ranging from planning exhibitions, filed progress, and evaluation. AI has been expanded its scope from planning exhibition and guidance services to tools for creating arts. This paper focuses on chatbots that utilize exhibition and AI technology convergence to provide information and services. To study more specifically, I developed a chatbot for exhibition services using the Naver Clova chatbot tool and information from the National Museum of Modern and Contemporary Art(MMCA), Korea. In this study, information was limited to viewing and exhibition rather than all information of the MMCA, and the chatbot was developed which provides a scenario type to get an answering user want to gain through a button and a text question and answer(Q&A) type to directly input a question. As a result of evaluating the chatbot with six items according to ELIZA's chatbot evaluation scale, a score of 4.2 out of 5 was derived by completing the development of a chatbot to be used to deliver viewing and exhibition information. The future research task is to create a perfect chatbot model that can be used in an actual arts exhibition space by connecting the developed chatbot with continuous scenario answers, resolving text Q&A-type answer failures and errors, and expanding additional services.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

A Study on the Space Production Techiqueds and the Planning Process for Designing a Science Museum-using the sample case of design a marine science museum- (과학관 전시디자인에 있어서 연출기법과 디자인기획과정에 관한 연구-수산 과학관 전시기획 과정을 사례로 하여-)

  • 신문영
    • Archives of design research
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    • v.11 no.1
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    • pp.43-52
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    • 1998
  • In reflection of the current trend of times requiring the harmonization of nature, human being and scientific technologies, science museum has become more and more familiar to public and demand on it is also increasing. Information on the culture of science and technology is an engine for exploiting the future, particularly in the industrialized, informationalized and specialized society. Thus the science museum, the function of which is to convey such information, should be planned with the purpose of active and progressive communication. This purpose of planning can be achieved through well established process of the exhibition space production. This study focuses on the importance of the exhibition space production in the design of the science museum and proceeds as follows. 1. The concept of the exhibition space production is established following the review of function and the role of science museum. 2. The methods and the media used in the exhibition space production are suggested and the case study is made. 3. The scenarios for the exhibition space production planning are suggested and the effect and importance of the space production is enlightened. The result of this study shows that the space production increases the effectiveness of the exhibition in the science museum and that space production process should be reflected in planning the project.

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A Study on Creating Barrier-Free Exhibition Appreciation Environment based on the Visually Impaired Person's Perspectives (시각장애인 당사자관점에 기초한 베리어프리 전시감상환경 연구)

  • Kim, Sun-Hee;Um, Myung-Yong;Lee, Eui-Bhin;Cho, Jun-Dong
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.265-276
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    • 2019
  • The purpose of this study was to explore the possibility of creating barrier-free exhibition-appreciation environment based on the visually impaired person's perspectives. Participants were selected by the purposeful sampling method. Researchers conducted a couple of in-depth interviews with four visually impaired persons. Yin's case study method was employed to analyze qualitative information. The analysis revealed nine sub-themes in two sections: three from 'accessibility within the exhibition room'; and six from 'demand for immersive exhibition environment.' Based on the results, following suggestions were presented: First, we need to provide quality information appropriate for artworks-appreciation; secondly, to ensure the visually impaired people to appreciate the culture and arts without any barrier, we need to extend certification of barrier-free living environment to exhibition-appreciation area. Finally, to facilitate these two tasks we need to encourage the convergence research among science and technology, humanities and society, and culture and arts.

A Study on the Trend of Last Mile Mobility for Delivery in IAA Transportation 2022 Exhibition (IAA Transportation 2022 전시회에서의 라스트 마일 딜리버리를 위한 모빌리티 동향 연구)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.199-204
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    • 2023
  • The COVID-19 pandemic, which began in early 2020, became an opportunity for unprecedented global reflection and change. And it served as an opportunity to promote a new paradigm in all areas of society, including politics, economy, culture, and industry. In the midst of this upheaval, the 2022 IAA exhibition, which was held in four years, was held as an exhibition that even proposed new concepts of smart logistics and mobility services. Among them, various concepts were also proposed in exhibitions related to last mile mobility, the focus of this study.As a result of this study, the main trend of last mile mobility shown in the IAA 2022 exhibition is that the property of physical products with functions as social interfaces is expanding into the PSS (Product-Service System) ecosystem in which products and services are systematically linked. As a result, the need for a methodological approach that can organically link the design planning of social services and the development of products corresponding to it was derived.

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.583-590
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    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.109-117
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    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.