• Title/Summary/Keyword: 가상 전시

Search Result 117, Processing Time 0.042 seconds

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.12
    • /
    • pp.1838-1845
    • /
    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.

A Study on the experience and recognition of Humanities through Cyber exhibition (가상 전시를 통한 인문학의 경험과 인식에 관한 연구)

  • Kim, Hee-Kyung
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.626-632
    • /
    • 2007
  • 인문학 또는 인문과학은 정치, 경제 역사, 학예, 문화 등 인간과 인류문화에 관한 정신과학을 두루 이르는 말이다. 따라서 인문학은 전시의 소재로도 적합한 분야이고, 전시의 주제와 연출에 있어서도 바탕이 되는 학문이며, 전시 주최자의 기본 소양이기도 하다. 최근 인문학의 위기가 대두되고 있는 시점에서 인문학과 가상 전시의 결합은 인문학에 대한 가치를 활용과 문화콘텐츠라는 결과물에로 확장한다는데 그 의의가 있고, 가상 전시를 통해서 '경험 인문학'으로 인식할 수 있게 한다는 것이 본 논문의 목적이다.

  • PDF

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.5
    • /
    • pp.123-133
    • /
    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

An Exploration of the Relationship Between Virtual Museum Exhibitions and Visitors' Responses (미술관, 박물관 가상전시디자인에 대한 관람객의 반응연구)

  • Park, Nam-Jin
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.181-190
    • /
    • 2006
  • This study began with an assumption that virtual museum exhibitions will continue to be created in the future and more knowledge is required about designing effective virtual exhibit designs. This study explored the relationship between virtual exhibitions and visitor's opinions following the viewing of the virtual exhibit in order to determine the components of a well-constructed virtual exhibit design. To address the research problem, this study explored two aspects of virtual exhibit design: 1) what are the components of a well-constructed virtual exhibit, 2) how does viewing the virtual exhibit change visitors' opinions about both physical and virtual museum experiences. The methodology of the study employed surveys, interviews and observations as instruments of data collection. Twenty-five participants were given a survey prior to their viewing of the on-line exhibit, then they were given the opportunity to view the web-site and finally surveyed regarding their opinions. From the 25 participants, six were selected for observation to record behavior exhibited while they viewed the site. In addition, five were interviewed for a better understanding of their responses to various aspects of the virtual exhibit experiences. Data from the surveys was tabulated for descriptive percentages in order to identify numerical patterns of relationship. Observation data was analyzed for simple frequencies in categories of responses and interview data was tape recorded and transcribed into text files. Based on study results, recommendations were made for the future role of interior design in virtual space that stands independent from a physical building and resides only on the Internet.

  • PDF

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.6
    • /
    • pp.412-416
    • /
    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Analysis of Interaction by Exhibition Type of Virtual Museum (가상 뮤지엄의 전시유형별 상호작용 분석)

  • Hong, Min-Jung;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.5
    • /
    • pp.145-154
    • /
    • 2022
  • With the real museum changing from a center of viewing to a center of experience and communication, virtual museums have become independent as well as auxiliary and alternative roles for real museums. Therefore, it is necessary to review the concept and meaning of virtual museums and analyze the attributes of each exhibition type. This paper categorizes the exhibition types of virtual museums into four categories and analyzes the interaction methods of each exhibition type. The essential characteristics of interaction subjects affect all four types, but the method of virtual expression is distinguished, and the exhibition type that actively utilizes the virtuality of exhibition space and work expands the user's experience and communication. In this study, various forms and methods of construction of virtual museums can be explored by providing characteristics and considerations for each type of exhibition during the planning and construction of virtual museums.

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
    • /
    • 2001.10b
    • /
    • pp.511-513
    • /
    • 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.

  • PDF

Virture exhibition VARY : VR exhibition and AR exhibits Reality (가상 전시회 VARY : VR 전시공간과 AR을 Reality 하게)

  • Lim, So-hee;Shin, Eun-jin;Bang, Eun-ji;Beak, sun-hee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.601-604
    • /
    • 2020
  • 신인 작가나 무명작가들이 전시회를 개최하는 데에 드는 비용적 제약을 비롯하여, 관람객들에게 따르는 공간적 한계점을 보완하기 위해 기획된 가상 전시 공간 플랫폼이다. 가상현실과 증강현실의 발전이 급증하고 있는 가운데, 차세대 ICT 기술을 갤러리라는 항목과 접목시켜 관람객과 전시자 모두가 만족할 수 있는 공간을 구축하였다. VR을 활용한 가상 전시공간을 통해 실감 나는 전시회장 환경을 체험할 수 있는 것은 물론, 증강현실을 통해 마음에 드는 작품을 자신만의 공간에 띄워보며 분위기를 조성할 수 있다. 또한, SNS와 즐겨찾기 기능을 추가해 사용자의 선호도를 파악하고 편의성을 도모하였다. 단순 전시회장에 국한되는 것이 아니라, 대학생들의 졸업 작품 전시회나 박물관 등에도 활용할 수 있는 여지가 충분할 것으로 보여진다.

Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1246-1251
    • /
    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

  • PDF

Design and Integration of U Effect System with Multi-sensory Motional Display (다감각의 운동감을 갖는 가상현실 효과 시스템의 설계 및 통합)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2005.05a
    • /
    • pp.93-99
    • /
    • 2005
  • 가상현실 시뮬레이터는 교육과 지식의 전달을 위한 도구로 발전하고 있으며, 과학교육 및 문화체험을 위한 첨단과학전시시스템의 수요가 증가하고 있다. 동역학적 계산을 기반으로 하는 기존의 가상현실 시뮬레이터는 컨텐츠의 변경이 어려운 단점이 있으며, 효과적인 지식전달 및 흥미 유발을 위해서는 운동감뿐만 아니라 다감각을 동원한 체감 시스템이 필요하다. 본 연구에서는 체감형 전시 시스템에 적합한 운동감 생성 방법과, 다감각 동원 가상현실효과 시스템을 설계하고 통합하였다. 제안된 방법은 영상의 시점변화를 기반으로 한 운동감 생성과, 미리 저장된 모션 라이브러리를 이용한 운동감 효과를 동시에 적용할 수 있으며, 관객의 상호작용에 의한 운동감 효과를 쉽게 추가할 수 있다. 관객의 다양한 감각을 이용한 가상현실 효과를 위하여 체감형 전시 시스템에 적합한 다양한 다감각 효과의 적용 방안을 모색하고, 효율적인 다감각 효과를 선정하여 실제 시스템에 적용하였다. 이를 통하여 체감형 전시를 위한 가상현실 효과 시스템의 기본 구조를 정립하였다.

  • PDF