• Title/Summary/Keyword: Web Gallery

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Design and Implementation of a Web-based 3D Virtual Gallery using Panorama Images (Panorama 영상을 이용한 Web기반 3D 가상 Gallery의 설계 및 구현)

  • 김응곤;박경남
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.655-664
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    • 2002
  • In this paper, we implemented a web-based 3D virtual pottery gallery Using VR authoring tools. With this system, we expect to cause learning motives and Provide more realistic and interactive learning space. Out system was implemented by making panorama images and 3D object modules using Photo Vista. Object Modeler and Reality Studio. Users can connect to this web site(http://artstory.x-y.net), rotate a pottery panoramically, and zoom it in or out. We designed this virtual gallery can have beneficial influence on students' aesthetic aspects through realistic work appreciations in their art education processes.

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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
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 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.

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우편미술을 통한 작가 홍보에 관하여

  • 김학진;송재민;김권식;지성훈
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.54-55
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    • 1999
  • 뉴 밀레니엄(New Millennium)으로 대변되는 역사의 커다란 전환점에서 과학 기술의 발전은 급속히 변화하고 있다. 이러한 변화와 더불어 전시문화의 영역과 형태, 또한 하루가 다르게 급변하고 있는 오늘날의 현실 속에서 컴퓨터란 매체로 인해 정보 통신과 우편이 놀랄 만큼 발전하여 손으로 적어 보내는 우편은 갈수록 적어지고 있는 경향이다.(중략)

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Development of a 30 Virtual Gallery for Art Education (WEB 기반 3D 가상 전시공간에서의 감상학습을 위한 코스웨어 설계 및 구현)

  • 박경남;김응곤;송승헌;허영남;박경숙;유봉길
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.511-513
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    • 2001
  • 본 연구에서는 VRML 저작 툴을 이용한 3차원 가상 전시공간을 구성하여 보다 현실감 있고 상호작용적인 학습공간을 제공하고 학습동기를 유발하는 체험학습 공간을 설계하고 구현하는데 초점을 맞췄다. 본 연구에서는 Photo Vista, Object Modeler, Reality Studio 등을 가지고 Panorama Image와 3D Object 등을 구현하는 방법을 이용하였다. 우리는 이 가상 전시공간이 학생들의 미술교육에서 현실감 있는 작품감상으로 학생들의 심미적인 면에 얼마나 많은 영향을 미치는지를 연구하고자 한다.

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A Study on the Utilization of Fashion Design Information and the Creation of New Design through Computer (컴퓨터를 이용한 패션정보 활용과 디자인기획에 관한 연구)

  • Lee, Soon-Ja
    • Fashion & Textile Research Journal
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    • v.1 no.2
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    • pp.119-126
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    • 1999
  • The purpose of this study was to serve as a basis for the creation of new design. For attaining the purpose, an investigation was made into the actual condition or problems of domestic and foreign fashion design, and fashion design information was acquired from the Internet. Then, taking the acquired information as the basic data for merchandising, an attempt was made to work out an outline by using the Corel-Trace program, a widely-used computer software, and to modify it by using the Corel-Draw program. The findings of this study were as below: 1) The informations provided by domestic home-pages were largely made up of fashion news and articles on the trend of fashion, but included few of picture report. Almost all of them weren't developed into a database by item or detail. The foreign fashion design web-site were numerous in number, providing diverse information. They offered not only moving images or picture report on fashion show, leading models, photo gallery or fashion trend, but up-dated data everyday. 2) A way to create a design to meet a designer's target is recommended in this study. At first, the fashion information acquired through computer network would be handled by the Corel-Trace program. After Bitmap image would be converted into Vector image, that would be modified by the Corel-Draw program to create a design to suit a designer's target.

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Study on the Computer Graphics Education in Network Environment (네트워크를 활용한 컴퓨터그래픽스교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.3
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    • pp.79-88
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    • 1998
  • This research was carried out with emphasis on merits of computers as an education medum. Network technologies make collaboration as easy as they work in the same space. It is generally considered that education should be done with adequate contents and effective methods. But, the methods used in computer graphics education are not different from others, and this fact makes a low efficiency. To improve the education environments, design education program is developed. This is designed on the basis of LAN, and partially on the web. The library where design materials for study are stored and the gallery where design works done by students are exhibited are modules that utilize web technologies. Communication between students will become easy by using whiteboard and feedback from various kinds of user will be done by uploading design works on the web. But the program can be used only in the computer oriented subjects now, so further study should be carried out to broaden the scope of design education.

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A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

Digital Image Quality Assessment Based on Standard Normal Deviation

  • Park, Hyung-Ju;Har, Dong-Hwan
    • International Journal of Contents
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    • v.11 no.2
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    • pp.20-30
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    • 2015
  • We propose a new method that specifies objective image quality factors by evaluating an image quality measurement model using random images. In other words, No-Reference variables are used to evaluate the quality of an original image without using any reference for comparison. 1000 portrait images were collected from a web gallery with votes constituting over 30 recommendation values. The bottom-up data collecting process was used to calculate the following image quality factors: total range, average, standard deviation, normalized distribution, z-score, preference percentage. A final grade is awarded out of 100 points, and this method ranks and grades the final estimated image quality preference in terms of total image quality factors. The results of the proposed image quality evaluation model consist of the specific dynamic range, skin tone R, G, B, L, A, B, and RSC contrast. We can present the total for the expected preference points as the average of the objective image qualities. Our proposed image quality evaluation model can measure the preferences for an actual image using a statistical analysis. The results indicate that this is a practical image quality measurement model that can extract a subject's preferred image quality.

A Web-based Environmental Education System for Elementary School Students (초등학생을 위한 웹기반 환경교육 시스템)

  • Chae, Yeong-Uk;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.27-36
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    • 2003
  • Environmental problems can be dealt in the diverse areas such as engineering, public administration, and law. However, the education on environmental preservation is conceived as the fundamental solution for environmental problems, because the education can make the person of action. Specifically, building the attitude and habit of environmental preservation through environmental education is the effective and efficient way of environmental preservation. This research was conducted to develop an education system that is designed to build students' attitude and habit of environmental preservation through acquiring knowledge and functions of natural environment. The proposed system supports diverse learning activities such as writing, drawing, listening natural sounds and music, and problem solving. The system is technically designed on the Web to promote students' creativity and autonomy, and also are theoretically based on constructivism to build the will of environmental preservation. Moreover, the proposed Web-based system includes diverse functions such as classes, material resources, environmental quiz pool, environmental work gallery, which motivate students' learning activities. Therefore the proposed Web-based system is expected as an effective tool to achieve the goals of environmental education such as acquiring environmental knowledge and functions, building attitude of environmental preservation, and participating in the environmental preservation activities.

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