• Title/Summary/Keyword: exhibition platform

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Conservation Treatment of Stairway-side Stone Panels Taken Out from West Pagoda of Gameunsa-site (감은사지(感恩寺址) 서탑출토(西塔出土) 보단측면석(步段側面石)의 보존처리(保存處理))

  • Kim, Jongwoo;Jeong, Taehwa;Jeong, Suyeon
    • Conservation Science in Museum
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    • v.9
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    • pp.59-66
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    • 2008
  • At platform-reinforcing side stone plate having been exhibited in outdoor exhibition space of Gyeongju National Museum, split and exfoliation were proceeding due to weathering at joined·restored parts. Accordingly we checked imbibitional minerals in the stone through observation and analysis with polarized microscope, and studied capillary water absorption rate using Schmidt Hammer rebound hardness measurement and Karsten Tube.

Design and Implementation of an Application for an Exhibition of Disabled Artists (장애인 예술 작품 전시 애플리케이션 설계 및 구현)

  • Won Joo Lee;Seung Gyeom Kim;Ha Ram Kang;Tae Hun Kim;Jun Hyeok Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.227-228
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    • 2023
  • 본 눈문에서는 안드로이드 플랫폼 기반의 스마트폰에서 장애 예술인 활동에 도움이 되는 애플리케이션을 설계 및 구현하였다. 이 애플리케이션의 특징은 TTS, STT 기능을 이용한다. STT 기능은 청각 장애인이 예술 작품을 올리면 작품에 대한 정보를 입력받고, TTS 활용하여 작품에 대한 설명을 음성으로 서비스하도록 구현한다. Naver Map을 사용하여 사용자가 전시회에 대한 위치를 등록하면 Naver Map을 통하여 전시회를 찾아올 수 있도록 길 안내 서비스를 구현한다.

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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Digital Fashion Image Aura represented in the Burberry Instagram (버버리 인스타그램에 나타난 디지털 패션이미지 아우라)

  • Suh, Sungeun
    • Journal of the Korean Society of Costume
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    • v.67 no.3
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    • pp.115-132
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    • 2017
  • This study recognizes the importance of the social network platform as a new fashion media, and analyzes the significance of various digital fashion images, based on the 'Aura' theory of Walter Benjamin. The concept of "Disappearance of Artistic Aura" can be summarized into three discussions: 1) the change in the way of artistic perception, which is changes in value from worship to exhibition. 2) the change in the way of artistic acceptance, from personal to mass. 3) the emergence of new artistic concepts such as camera and film. By reviewing characteristics of the $21^{st}$ digital replication era, the study tried to discover and evaluate the expanded significance of the 'Aura' represented on digital fashion images, which are infinitely generated, modified, reproduced, transmitted, and shared in social network environments. The 'Burberry Instagram' was chosen as the subject of the study. The study reviewed around 2,500 images, which were uploaded from February 2011 to July 2016, and selected 200 images deemed the most representative of Burberry, and categorized and analyzed by the extended concept of 'Aura'. The study results as follows: First, the 'Aura' in digital fashion image appearing on social network platforms signifies the expansion of product value in fashion, and it also represents inherited traditions and modernization of images. Second, it also signifies the democratization and globalization of fashion through the open replication and sharing as well as the interaction of criticism and acceptance. Third, it signifies the personalized taste and fashion as everyday lifestyle, through personalized services, securing playful space, and real-time updates.

Effect of Information Provision Through Online Curating Platform on Appreciating Contemporary Art Among Novices (온라인 큐레이션 플랫폼을 이용한 정보 제공이 현대미술 감상에 미치는 효과)

  • Yi, Hyunjoo;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.151-168
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    • 2017
  • Current research aimed to demonstrate a way to enhance the aesthetic experience of the general public while appreciating contemporary art via online platform. Contemporary art is highly complicated and are avoided by the general public. Meanwhile, previous research confirmed that external information can lead to better aesthetic experience and appreciation of the artwork. Therefore, current research hypothesized that provision of explicit information may enhance the appreciation of contemporary artworks and aimed to demonstrate which phase of the cognitive process from Leder et al. (2004) profits from the aid of written information. Experimental environment reproduced online curating platform to reflect the current trend on exhibition. In experiment 1, subjects were presented with written information and reported how well they understood the artwork, and their willingness to visit the artwork in real life. Results revealed that written information had a positive effect on overall appreciation. Further analysis discovered a full mediation between information comprehension, artwork comprehension, and willingness to visit. In experiment 2, ARS questions and an interactive interface were added. Results indicated that information enhanced comprehension and intention to visit the artwork. Expertise, self-reference, and artistic quality which belong to later stages of Leder et al. (2004) model, acquired higher scores on information conditions. In sum, the current research illustrated clear effects of explicit information in inducing better aesthetic experience and cognitive process of contemporary artworks in online environment.

A Study on Development of Multi-Channel Voice Guidance System based on Active 2.45GHz RFID (능동형 2.45GHz RFID 기반의 다채널 음성 안내 시스템 개발에 관한 연구)

  • Jho, Yong-Chul;Li, Zhong-shi;Lee, Doo-Yong;Kim, Jin-Young;Han, Woon-Soo;Lee, Chang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.169-174
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    • 2008
  • In this study we develop core technology of Multi-Charmel Voice Guidance System based on active 2.45GHz RFID that can be used in the field of advertising. Through this, we can service more familiar with voice information to foreigners by own language in large scale international event. As an alternative to the current high-expensive voice guidance system in exhibition hall and provide more value added services to user. As the result, we present the configuration of integrated software platform which include media server, media client and receiver. It can be as a basis infra equipment for a signtseeing in RFID/USN environment. Additionally through tag information analysis about exposure of advertisement that is collected late, supposed system may achieve role as a new marketing tool.

An Analysis of Instagram Hashtags Related to the Exhibitions in Korea

  • Park, Jihyun;Seok, Ayoung;Yoon, Youngjun;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.49-56
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    • 2019
  • The purpose of this study is to analyze the characteristics and meanings of Instagram hashtags related to the exhibitions as a online communication platform of museums. At the same time, it focuses on efficiency of hashtags as a reference framework of inferring viewing experiences. We collect and visualize Instagram hashtags of exhibitions held in Korea for the past two years including 'Paper Present (2017)', 'YOUTH (2017)', 'Monet, Draw Light Exhibition (2018)', 'Van Gogh Inside (2016)', 'Drawn by the Wind: Shin yun-bok & Jeong Seon'. To sum up, significant data related to viewing experiences are not derived, and hashtags as a reference framework of inferring viewing experiences are turned out to be inefficient. Meanwhile, we conclude that potential for distributing information about the exhibitions is inherent in hashtags. In terms of informational characteristics, we notice that the influence of hashtags related to regional information is presented more than the response toward the viewing experiences. This result shows that Instagram users in the exhibitions are worthy of place making rather than viewing experiences.

A Study about Expanding into International Markets through International Apparel Fairs -Emphasis on the Las Vegas Magic Show- (의류 수주전시회를 통한 해외 시장 진출 방안에 관한 연구 -라스베이거스 매직쇼(Magic Show)를 중심으로-)

  • Lim, Jisook
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.65-79
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    • 2021
  • Apparel fairs are business platforms specializing in selling fashion products. As the largest apparel fair in the United States and with the highest number of animated buyers in the entire world, the Las Vegas Magic Show utilizes this distribution platform to the greatest extent by sustaining over 90,000 buyers annually. In accordance, the exhibiting companies also participate in commercial functions by striving to promote brand awareness to consumers as they carefully plan to increase actual sales and secure new customers. Domestically, numerous organizations such as the Trade Promotion Administration, the Korean Apparel Association, and KOTRA(Korea Trade-Investment Promotion Agency) present similar international apparel fairs to strongly encourage domestic companies to exhibit at international apparel fairs. However, many companies fail to succeed in achieving actual results, which frequently causes them to attend the shows for the short term only. This may occur due to the lack of research on apparel order-writing exhibitions by academia and proactive workers. This research study was based on the careful observation and analysis of the three most recent years of Magic exhibitor attendees' operations and changes to accomplish the final objective of presenting a basic guideline to attend an international apparel exhibition.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.