• Title/Summary/Keyword: VR Exhibition Contents

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

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.

A Study on Virtual Reality Media Exhibition using HMD (HMD를 활용한 가상현실 미디어 전시회에 관한 연구)

  • Kim, Hyun-Jung;Lee, Jong-Ho;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.658-660
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    • 2017
  • 가상현실은 실감형 콘텐츠를 제작하는 대표적인 분야로 교육, 엔터테인먼트, 의료, 국방, 항공 등 다양한 분야에서 활용할 수 있는 가능성을 보여주고 있어 주목을 받고 있다. 가상현실을 이용한 예술전시는 디지털 미디어를 극대화한 형태라 할 수 있어 최근에 가상현실 전시회로써 다양한 콘텐츠의 구현이 가능하다. 본 연구는 관람객에게 HMD를 이용한 미디어 가상전시를 경험하게 하고 작가의 의도와 보여주고자 하는 시나리오의 의미가 잘 전달될 수 있도록 하는 방법론을 제안한다. 제안한 방법에 의해 콘텐츠를 개발하는데 있어 체험의 몰입도를 높이기 위해 실제 크기의 3D 모델링을 진행하였고, 범프맵(bump map), 노말맵(normal map)과 큰 해상도의 텍스쳐를 제작하여 사용함으로 대중(관람객들)에게 하여금 현실의 오브젝트와 차이점을 느끼지 못하도록 구현 한다.

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A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.23-29
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    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

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360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.