• Title/Summary/Keyword: 건축유산콘텐츠

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An Digital Architectural Heritage Content Authoring Tool Using XML (XML을 이용한 디지털 건축문화유산 콘텐츠 저작 도구)

  • Lee, Jongwook;Lee, JiHyung;Lee, Jihyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.40-43
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    • 2016
  • 전문적인 건축 정보가 제공되는 건축문화유산 콘텐츠를 위해서는 콘텐츠에서의 디지털 문화유산은 실재 문화유산의 구조 및 구성을 반영하여야 한다. 즉, 건축문화유산의 구성 요소인 부재를 기반으로 제작된 디지털 문화유산이 콘텐츠에서 제공되어야 한다. 본 연구에서는 XML기반의 건축문화유산 정보구조를 정의하고 이를 기반으로 한 콘텐츠 저작도구 및 체험 콘텐츠를 소개한다.

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A Study on the Expression of Authenticity in the Digital Content of Built Heritage with HBIM (건축유산정보모델(HBIM)을 활용한 건축문화유산 디지털 콘텐츠의 진정성 표현 연구)

  • Kim, Bo-Ram;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.276-287
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    • 2022
  • Since the 1990s, digital technology has been actively applied in the field of heritage, and this presents a new possibility of using cultural heritage as a way to utilize the original cultural data that was previously recorded and stored. Methods of interpreting cultural heritage have been particularly diversified due to various external circumstances such as COVID-19 and time constraints, and the use of contactless digital content has played a significant role in built heritage that cannot be moved. Building Information Modeling (BIM) technology is considered as a way to properly express the authenticity of built heritage, but simply creating built heritage content with BIM cannot express the authenticity of cultural heritage. Therefore, it is necessary to show the reliability of the process of content production through an authorized institution and to provide the information of members on the content. This study intends to contribute to the field of digital heritage by suggesting ways to improve reliability and express authenticity in the production of built heritage content.

Implementation of Traditional Architectural Heritage Using Augmented Reality (증강현실을 이용한 건축문화유산 구현)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.131-139
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    • 2012
  • Many researches are actively doing for digital implementation of traditional architectural heritage using multimedia and virtual reality technologies. In addition, various attempts are progressed to utilize the digitally implemented traditional architectural heritage as "contents." Nowadays, the digitally implemented traditional architectural heritage can be displayed on through the Internet and/or many multimedia appliances by these attempts. Recently, virtual reality technology, especially augmented reality technology, begins to grab the attention for digitally implementing architectural heritage. Augmented reality is a technology that makes possible to show the overlapped contents by piling up the virtual objects on the real world. Many studies for augmented reality are progressed because it has an advantage in interacting with virtual objects and information. This study proposes the method of digital implementation of traditional architectural heritage by using augmented reality technology. We presented the method and process of digital implementation of traditional architectural heritage with augmented reality technology. Moreover, digitally implemented traditional architectural heritage with augmented reality is compared with the contents implemented by other computer technologies. We, also, presented how to utilize the traditional architectural heritage contents by using augmented reality.

Visual SLAM-based Augmented Reality System using Topography and Architectural Heritage Model (지형 및 건축 문화유산 모형 활용 Visual-SLAM 기반 증강현실 시스템)

  • Yoo, Eunji;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.401-403
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    • 2020
  • 본 논문에서는 박물관에서 사용되는 전시 매체 중 지형 및 건축 문화유산 모형을 활용한 Visual SLAM 기반 증강현실 시스템 활용을 제안한다. 현재 박물관에서 다양한 디지털 전시가 도입되고 관람객과의 상호작용을 중요시하고 있으나 오래전부터 도입된 지형 및 건축 문화유산 모형의 ICT 기술 활용은 미흡한 상황이다. 이에 본 연구에서 제안한 Visual SLAM 기반 증강현실 시스템은 현실 객체의 특징점을 인식하여 3D 객체를 증강하기 때문에 다양한 크기와 형태의 문화유산 모형에 활용될 수 있다. 이러한 시스템 제작을 제안함으로 박물관에 전시되어있는 기존 모형의 활용도 및 전시 효과를 높일 수 있고 다양한 인터랙션 설정으로 추가 정보 또한 제공할 수 있다.

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Analysis of International Research Trends in the Utilization of Digital Technologies for Architectural Heritage: A Case Study of the CIPA2023 International Symposium (건축유산의 디지털 기술 활용에 관한 국제 연구동향 분석: CIPA2023 국제심포지엄 사례를 중심으로)

  • Kang, Hye Ri;Lee, Jong Wook
    • Journal of architectural history
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    • v.32 no.6
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    • pp.63-75
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    • 2023
  • Based on my attendance at the CIPA International Symposium(CIPA2023) organized by the International Scientific Committee on Heritage Documentation(ICOMOS), this paper explored research cases applying digital technologies, including BIM, to architectural heritage. The researches presented at this symposium were categorized into specific areas: data acquisition, data management, data sharing&experience. Through this classification, an analysis of research cases in architectural heritage utilizing digital technology was conducted. By categorizing the 43 academic papers from the CIPA2023 based on research themes, trends in the digital architecture field were analyzed, providing insights into future research directions for the digital acquisition, management, sharing, and experiential aspects of Korean architectural heritage. In conclusion, it is deemed necessary to reference and supplement the methodologies, including algorithms, workflows, and approaches developed in each study, to effectively apply methodologies suitable for the characteristics of Korean architectural heritage and its data.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

문무대왕릉의 가치정립을 통한 해양문화콘텐츠 활용방안 연구

  • An, Ung-Hui
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2019.05a
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    • pp.255-257
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    • 2019
  • 경주 문무대왕릉은 신라 30대 문무왕의 무덤이다. 한반도 동해안에서 200m떨어진 바다에 있는 수중릉으로 세계적으로 유래를 찾을 수 없는 건조물이다. 이 수중릉은 천녕을 넘는 예부터 내려오는 찬란한 해양문화으 결정체이다. 이 위대한 해양문화유산은 그 진정한 가치를 정립해야 할 것이고, 그를 토대로 하여 보전과 활용(Conservation & Utilization)의 맥락에서 해양문화콘텐츠로 활용되어야 할 것이다.

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3D Implementation of Wooden Structure System in Korea Traditional Wooden Building (전통목조건축물 내부 구조의 3D 구현)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.332-340
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    • 2010
  • This paper presents the digitally implementable methods to preserve and restore the traditional wooden buildings, which are the typical "Korean Cultural Contents," by using computer and multimedia technologies. We first define the meaning of the digital implementation of Korean traditional wooden buildings and important points to be considered. In addition, we present the steps and methods for implementation. Furthermore, we considered wooden materials, structures and Danchung (patterns of paintings on the wooden pieces) in implementing of Gongpo (wooden structure system) for both Geunjeongjeon of Gyeongbok Palace and Injungjeon of Changduk Palace by using the presented methods. We present the mechanical method to digitally implement wooden buildings by using numerical ratios of Gongpo. The other advantage of this paper over the other studies, which focus on implementation of exterior of wooden buildings, is presenting the methods how to show the complicated relations of inner parts in Korea wooden buildings. Thus, it can be practically used in preserving and restoring Korean traditional wooden buildings.

A Study on the Present Condition and Prospect of Architectural Cultural Heritage Content Applied to 3D Digital Technology (3차원 디지털기술 적용 건축문화재 콘텐츠 현황분석 및 전망에 관한 연구)

  • Jung, Sung Ju;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.188-198
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    • 2021
  • Digital data was collected using modern three-dimensional digital technology. Current content-specific technologies were investigated through domestic and foreign cases so that three-dimensional digital technology could be applied to the utilization of various contents. First, the use of three-dimensional digital technology of architectural cultural assets has been changing from the restoration of cultural assets. Second, some of the contents produced were found to be underutilized. Third, the type of content has been changing in experience and exhibition, but the online approach was small. Fourth, digital restoration using domestic IT technology has been used as a technology to restore overseas cultural heritage. The fifth analysis of the relationship between the content types and 3D digital technologies shows the use of currently limited technologies. This study analyzed the status of digital architecture and the application of three-dimensional digital technologies to lay the foundation for the active development and utilization of content. Subsequent studies on various layers and digital technologies will be needed to revitalize digital architectural cultural assets in the future.

Development of Augmented Reality(AR)-based Tourism Contents using Local Cultural Resources (지역 문화유산을 활용한 증강현실 기반 관광 콘텐츠 개발)

  • Lee, Jongwook;Park, Hyun-Ah;Park, Kang-Ah
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.122-130
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    • 2018
  • As smart tourism is gaining more attention, there are increasing attempts to make use of augmented reality(AR) in tourism industry. However, existing AR-based tourism contents are only limited to the 'designated' cultural heritage, overlooking the value of undesignated cultural heritage lost in the past few decades of development era. This hinders expanding the scope of tourism contents and leads to the production of banal and similar contents. Given that, our study has developed tourism contents based on , an AR-based mobile application that enables participants to virtually visit the historical sites lost in the development era. The Chungmuro area, which the app is named after, is unique in character. The area has been famous for movie making for over 30 years until the '90s. It is abundant with movie-related cultural resources such as theaters and print shops, which makes the place where people wants to feel the glorious past. Through the app, participants are able to walk along the historic trail and take pictures at five virtual historic spots, among many others. We also examined participants' level of satisfaction and overall tourism experience. By taking the result into account, we hope that the AR-based tourism contents will increase in the future.