• Title/Summary/Keyword: Exhibition Technology

Search Result 278, Processing Time 0.023 seconds

Exhibition Monitoring System using USN/RFID based on ECA (USN/RFID를 이용한 ECA기반 전시물 정보 모니터링 시스템)

  • Kim, Gang-Seok;Song, Wang-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.9 no.6
    • /
    • pp.95-100
    • /
    • 2009
  • Nowadays there are many studies and there's huge development about USN/RFID which have great developmental potential to many kinds of applications. More and more real time application apply USN/RFID technology to identify data collect and locate objects. Wide deployment of USN/RFID will generate an unprecedented volume of primitive data in a short time. Duplication and redundancy of primitive data will affect real time performance of application. Thus, security applications must filter primitive data and correlate them for complex pattern detection and transform them to events that provide meaningful, actionable information to end application. In this paper, we design a ECA Rule system for security monitoring of exhibition. This system will process USN/RFID primitive data and event and perform data transformation. It's had applied each now in exhibition hall through this study and efficient data transmission and management forecast that is possible.

  • PDF

Image expression of simulacre in fashion photography- Focusing on - (패션사진에 나타난 시뮬라크르의 이미지 표현 - <보그 라이크 어 페인팅전(展)>을 중심으로 -)

  • Sero, Lee;Mijeong, Kwon;Sookhyun, Park
    • The Research Journal of the Costume Culture
    • /
    • v.30 no.6
    • /
    • pp.861-879
    • /
    • 2022
  • Simulacre means a copy of the original, an ostensible representation of someone or something. This study closely looks at the 2017 <VOGUE like a painting exhibition> hosted by the fashion magazine Vogue. The purpose of this study is to use both theoretical and empirical analysis to analyze the simulacre developed in fashion photographs inspired by famous paintings in the exhibition booklet. The booklet is divided into four sections: portrait, rococo, landscape painting, from avant-garde to pop art. It also contains 55 pieces comparing the original masterpieces to the works of 26 photographers inspired by them. The fashion photographs were analyzed using Jean Baudrillard's four stages of simulacre transformation: represent, denature, dissimulate, and replace image change theory. The degree of simulacre expression was indicated three times on a four-point Likert scale by five fashion majors, and the results were integrated and analyzed. As a result, in fashion photography, simulacre-due to the development of photography technology and the photographer's artistry-appeared in various ways; image denature was most preferred, followed by dissimulate, represent, and replace. This study shows that image analysis of fashion photo-graphs and applying the perspective of simulacre when creating artworks can be a way to obtain rich qualitative data in the future.

Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.34 no.11
    • /
    • pp.1836-1843
    • /
    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

A Case of NFC-based Exhibition Support System for Analyzing Visitors' POB (Point of Behaviors) (근접 무선 통신 기반 박람회 지원 시스템 구축 및 관람객 행동 데이터 분석 사례)

  • Choi, Myoung Hee;Jun, Jungho;Kang, Heegoo;Lee, Kyoung Jun
    • Information Systems Review
    • /
    • v.15 no.2
    • /
    • pp.111-127
    • /
    • 2013
  • This research introduces a case of NFC (Near Field Communication)-based exhibition support system for analyzing visitors' POB (Point of Behavior) data gathered from the system. The application of NFC technology to an exhibition space allows visitors new experiences of exposition and exhibitors to collect and analyze data about behaviors of visitors. The NFC-based exhibition support system is applied to the 'Korea Travel Expo 2013.' The visitors' behaviors are analyzed based on collected NFC tag touch data and association rules among booths are extracted. Furthermore, the tag touch data are integrated with the survey data for catching the demographics-based implications.

  • PDF

A Study on the Change of Spatial Concept in Expo Pavilions - Focus on the Space Communication with Shanghai Expo Exhibition Theme - (엑스포 파빌리온 공간개념의 변화에 관한 연구 - 상하이 엑스포 전시테마와 공간적 커뮤니케이션을 중심으로 -)

  • Kim, Kyung-Jin;Lee, Kyung-Jin
    • Korean Institute of Interior Design Journal
    • /
    • v.20 no.3
    • /
    • pp.33-40
    • /
    • 2011
  • The World exposition is considered as a great event to promote the cultural exchanges of their own urbanism and share the technological developments among the various countries across the all over the world. So many countries in the world desired to host and take part in the EXPO, so far only few countries have had the chance to hold the event and show their uniqueness of urban culture, but we might say the past exhibition as those for display and publication of matters of science, technology and trade, now we must say expositions of the 21th century has come under variations on cultural and informational interchange and humanism from the global issue and problem. What makes possible to maximize the effort of reciprocal communication between people and the public can be the EXPO event as a means of the public information of the theme and this kind of event should suggest the public a message of the topic, message, image and even more the EXPO spirits and theme as an international event gives as much considerably spreading effect as its big scale. In that aspect, the pavilion for the exhibition of EXPO and public information should be recognized as a place for smoothly forming the activities of reciprocal communication between the society and the public, with such a aspect this study, as its purpose of improving as well as communication, concerns the process in projecting the space paradigm of pavilion in the EXPO and public message and information as a means of the communication of the global theme.

Responsive new media art research using digital technology (디지털 기술을 활용한 반응형 뉴미디어 아트 연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.18 no.9
    • /
    • pp.337-342
    • /
    • 2020
  • Art work based on computer and internet media technologies such as digital art, computer art, internet art, interactive art. Through examples, we studied the interaction and communication method between the audience and the exhibition objects. It was confirmed that the new media works are expressed in a new form by fusion with various technologies of experimental propensity, and research and analysis of overseas media-related exhibition cases and interactive media use cases of works exhibited at the 'Media City Exhibition' in Korea were conducted. Was able to confirm the main characteristics of new media art. I think it will be a more meaningful study by setting specific criteria and focusing on the fields of application of new media art and comparing and analyzing the future values of the times.

Evaluation Model Based on Machine Learning for Optimal O2O Services Layout(Placement) in Exhibition-space (전시공간 내 최적의 O2O 서비스 배치를 위한 기계학습 기반평가 모델)

  • Lee, Joon-Yeop;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.3
    • /
    • pp.291-300
    • /
    • 2016
  • The emergence of smart devices and IoT leads to the appearance of O2O service to blur the difference between online and offline. As online services' merits were added to the offline market, it caused a change in the dynamics of the offline industry, which means the offline-space's digitization. Unlike these changing aspects of the offline market, exhibition industry grows steadily in the industry, however it is also possible to create a new value added by combining O2O service. We conducted a survey targeting 20 spectators in '2015 Seoul Design Festival' at COEX. The survey was used to analysis of the spatial structure and generate the dataset for machine learning. We identified problems with the analysis study of the existing spatial structure, and based on this investigation we propose a new method for analyzing a spatial structure. Also by processing a machine learning technique based on the generated dataset, we propose a novel evaluation model of exhibition-space cells for O2O service layout.

A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
    • /
    • v.15 no.3 s.68
    • /
    • pp.446-460
    • /
    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

  • PDF

Estimating Interest Levels based on Visitor Behavior Recognition Towards a Guide Robot (안내 로봇을 향한 관람객의 행위 인식 기반 관심도 추정)

  • Ye Jun Lee;Juhyun Kim;Eui-Jung Jung;Min-Gyu Kim
    • The Journal of Korea Robotics Society
    • /
    • v.18 no.4
    • /
    • pp.463-471
    • /
    • 2023
  • This paper proposes a method to estimate the level of interest shown by visitors towards a specific target, a guide robot, in spaces where a large number of visitors, such as exhibition halls and museums, can show interest in a specific subject. To accomplish this, we apply deep learning-based behavior recognition and object tracking techniques for multiple visitors, and based on this, we derive the behavior analysis and interest level of visitors. To implement this research, a personalized dataset tailored to the characteristics of exhibition hall and museum environments was created, and a deep learning model was constructed based on this. Four scenarios that visitors can exhibit were classified, and through this, prediction and experimental values were obtained, thus completing the validation for the interest estimation method proposed in this paper.

A Study on Ornaments' Exhibition Type through Connection with Costume Field (장신구의 의상분야 연계를 통한 전시유형 연구)

  • KIM, TAE WHAN
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.58-65
    • /
    • 2021
  • Jewelry Object to adorn a body with has been a very important culture since the primitive age when history of human beings started. Ornaments for social status or wealth's symbolic icon otherwise for private embellishment have been developed with various properties such as decorative, monetary, scarce, historic ones. However, since the latter 20th century, when intellecture concept was more valuable than the tradition laying emphasis on preciousness, with counting of artistic activities and aesthetic values, they have had expressionistic tendency centered on artists. In this manner, modern ornaments have been developed as an artistic genre deviating from traditional way in which material or technology was emphasized. While this expressionistic tendency emphasized artistic value, galleries only for ornaments have been started since 1960s and especially from this period, a lot of experimental and revolutionary ornaments works deviating from traditional way have been exhibited. The appearance of galleries specialized in ornaments as described above had a great influence on the ornaments' development to an artistic genre. This study is the one in respect of two exhibition types through the combination of human body and clothes in displaying ornaments. The first one represents active displaying way for the communication with audience by introducing fashion show to galleries deviating from general exhibition way. The second one plans to run a project collaborating fashion brand for the communication between ornaments and clothes and represents displaying way in the shop of fashion brand for active exhibition publicity.