DOI QR코드

DOI QR Code

가상현실을 통한 문화재복원 융합 확장성 연구

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality

  • 오승환 (국민대학교 테크노디자인전문대학원 엔터테인먼트디자인전공)
  • Oh, Seung-Hwan (Dept. of Entertainment Design, Graduate School of Techno Design, Kookmin University)
  • 투고 : 2015.06.03
  • 심사 : 2015.08.20
  • 발행 : 2015.08.28

초록

현재의 가상현실 기술은 매체적 특성인 3차원 방식의 다감각적 정보의 구현을 바탕으로 관찰 조작형, 실험 활동형, 학습 안내형, 현장문제 해결형 등의 기능성 유형 분류로 활용되고 있다. 가상현실을 통하여 덕수궁의 문화재 복원을 J. Keller의 ARCS 모델 이론과 접목시키고 문화유산과 함께 역사의 현장에 살아갔던 사람들의 삶을 시나리오기반 씬 연출을 통해 재현하는 현장성 복원의 개념을 제시하였다. 또한 현장성 복원 씬을 3가지 타입으로 요약하고 다중 씬 연출을 구분하여 정리 하였다. 본 연구의 한계점으로는 실제 프로토타입까지 완성하여 제시하지 못한 부분과 하우징의 디테일한 부분이나 3D 오디오와의 연계 등 명시적으로 언급하지 못한 부분이 존재한다. 본 연구를 통하여 우리시대의 기술과 지식으로 성취하고자 하는 가상현실 문화재 복원의 융합 확장성 연구는 역사적, 문화적, 교육적 측면에서 다양하게 활용될 수 있을 것으로 판단된다.

The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

키워드

참고문헌

  1. Sang-Hyun Jang, Bo-Kyung Kye, Virtual Reality Application of educational content, Journal of Korea Contents Association, Vol.5, No.2, pp.79-85, 2007
  2. J. Keller, Motivational design of instruction, Instructional design theories and instruction: An overview of their current status, pp. 386-434, 1983.
  3. So-Hyun Park, Designing Virtual Reality Reconstruction of the Koguryo Mural, Journal of Korea Contents Association, Vol.8, No.1, pp.38-44, 2010
  4. Jong-Gil Han, Kyoung-Wook Park, Kyeong-Jin Ban, Eung-Kon Kim, Outdoor Augmented Reality based 3D Model, Journal of The Korea Institute of Electronic Communication Sciences, Vol.8, No.3, pp.459-464, 2013. https://doi.org/10.13067/JKIECS.2013.8.3.459
  5. Tae-Yu Kim, Seuc-Ho Ryu, Hur-Young Ju, A Study about a Restoration Process of Culture Contents and the Practical Use Way of CAVE System, Journal of Korea Contents Association, Vol.2, No.2, pp.74-79, 2004
  6. Ju-Hee Yoo, Kyoung-Mi Lee, Game-based education application for learning cultural properties, Korean Society For Computer Game , Vol. 26, No. 4, pp.9-16, 2013
  7. Eun-Joo Lee, Eun-Joo Lee,, Recovering Traditional Costumes for Representation of Royal Court Ceremonies in Joseon Dynasty, The Society of Korean Traditional Costume, Vol.10. No.1. pp.115-127, 2007
  8. Joo-youn Jung, A study on the digitalization of the intangible cultural assets related to motion(jin-ju sword dance) and the prototype of information system for the contents development, Korea Digital Design Council, Vol.8, No.3, pp.263-275, 2008
  9. Han-Jo Ryu, Ik-Han Kim, A Study of the Developing Model of Record Contents: Focused on the Architecture Cultural Property Record, Korea Society of Archives & Records Management, Vol.9, No.1, pp.221-248, 2009
  10. Yeong-Sun Song, Cultural Assets Reconstruction Using Efficient 3D Positioning method for Tourism Geographic Information System, The Korea Academic Society Of Tourism And Leisure, Vol.22, No.1, pp.97-111, 2010
  11. Jang-Eun Bae, Seung-In Kim, A Development Plan of Serious Game Based on Virtual Reality Through the Trend Analysis on Internal/External Game Industry, Korea Digital Design Council, Vol.14, No.3, pp.737-748, 2014 https://doi.org/10.17280/jdd.2014.14.3.073
  12. Ju-Hyun Lee, Mi-Jung Kim, A Development Strategy of Augmented Reality Contents in the Contextual Environments, Korea Humanities Content Society, Vol.19, pp.179-218, 2010
  13. Jun-ho Kim, Jin-Woo Lee, Yun-Jin Lee, Kyu-Man Jeong, Implementing a Mobile Augmented Reality Technology for Mobile Games, Korean Society For Computer Game, Vol.26, No.3, pp.17-24, 2013
  14. Jae-In Lee, Jong-Soo Choi, Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality), The Journal of the Korea Contents Association, Vol.11, No.11, pp.514-520, 2011 https://doi.org/10.5392/JKCA.2011.11.11.514
  15. Hee-Young Kim, Chang-Ok Shin, Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology, The Journal of the Korea Contents Association, Vol.13, No.5, pp.48-57, 2013 https://doi.org/10.5392/JKCA.2013.13.05.048

피인용 문헌

  1. An analysis of DIY Character System of Mobile Game vol.14, pp.9, 2016, https://doi.org/10.14400/JDC.2016.14.9.423
  2. Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions vol.7, pp.1, 2016, https://doi.org/10.15207/JKCS.2016.7.1.025