• Title/Summary/Keyword: 디지털 전시

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The Digital Restoration Mechanism of Original Remains using Virtual Reality (가상현실을 이용한 유적 원형의 디지털 복원 기법)

  • Lee, Keun-Wang;Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1690-1695
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    • 2008
  • The 3D virtual reality digital recovery technique is a new type in protecting and displaying remains and cultural relics through which the information of cultural relics can easily be known anytime and any where. The dissertation focuses on the study of the contradiction between quality and loading speed.

A Study on Virtual Reality Media Exhibition using HMD (HMD를 활용한 가상현실 미디어 전시회에 관한 연구)

  • Kim, Hyun-Jung;Lee, Jong-Ho;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.658-660
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    • 2017
  • 가상현실은 실감형 콘텐츠를 제작하는 대표적인 분야로 교육, 엔터테인먼트, 의료, 국방, 항공 등 다양한 분야에서 활용할 수 있는 가능성을 보여주고 있어 주목을 받고 있다. 가상현실을 이용한 예술전시는 디지털 미디어를 극대화한 형태라 할 수 있어 최근에 가상현실 전시회로써 다양한 콘텐츠의 구현이 가능하다. 본 연구는 관람객에게 HMD를 이용한 미디어 가상전시를 경험하게 하고 작가의 의도와 보여주고자 하는 시나리오의 의미가 잘 전달될 수 있도록 하는 방법론을 제안한다. 제안한 방법에 의해 콘텐츠를 개발하는데 있어 체험의 몰입도를 높이기 위해 실제 크기의 3D 모델링을 진행하였고, 범프맵(bump map), 노말맵(normal map)과 큰 해상도의 텍스쳐를 제작하여 사용함으로 대중(관람객들)에게 하여금 현실의 오브젝트와 차이점을 느끼지 못하도록 구현 한다.

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A Component Based System Implementation for Multi-media Contents Distribution (컴포넌트에 기반한 멀티미디어 콘텐츠 전시 및 배포 시스템 구현)

  • Jang, Yeun-Sae;Lim, Seung-In;Endoh, Naoki
    • 한국IT서비스학회:학술대회논문집
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    • 2003.11a
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    • pp.637-642
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    • 2003
  • 현재 각 기업 및 기관에서 구축하고 있는 디지털 콘텐츠는 HTML을 비롯한 다양한 형식의 멀티미디어로 작성되어 있다. 따라서 타 기관에 전시된 콘텐츠 정보를 검색하거나 연동하기는 불가능하다. 뿐만 아니라 시스템을 확장하기 위해서는 전체 시스템을 교체해야하는 문제도 파생될 수 있다. 그러나 본 연구에서 제안하는 플랫폼은 기존 레거시(Legacy) 어플리케이션을 수정하지 않더라도 쉽게 신 시스템과 연동이되고 타 시스템과도 연동이된다. 또한 CORBA에 기반한 부하 분산 기법과 분산 처리기법을 도입하여 하나의 시스템에 과부하가 발생하여 전체시스템의 성능이 저하되는 문제를 방지하고 안정성을 보장하기 위하여 Fail-over 기능을 제공한다. 또한 SyncML 기법을 도입하여 여러 종류의 DBMS를 사용하는 타 기관과의 콘텐츠 실시간 공유를 지원한다. 이로써 콘텐츠를 쉽게 저장 및 유통할 수 있는 기반 환경을 제공한다.

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A Study the Informationization of Public Libraries: Comparing 2012 with 2014 (공공도서관 정보화 실태 연구 - 2012년과 2014년 비교 -)

  • Kwak, Chul-Wan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.2
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    • pp.199-215
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    • 2015
  • The objective of this study is to investigate and compare the situation of the informationization of public libraries between 2012 and 2014. Data were collected two times in both 2012 and 2014 using Internet survey. Survey contents were general information situation, softwares, digital service room, RFID, digital contents, mobile service, integrated digital services. Results show that library informationization went for demonstration effect for local residents, staff for library informationization was insufficient, KOLAS was still needed to be upgraded, and most of public libraries were insufficient for future digital services. As improvement plans, there are the development of next generation integrated system, expansion of mobile web and app service, and increasing digital contents. For further study, it provides a study of the use of digital contents and equipment on public libraries.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

A Study on the Utilization of Photo Contents based Electronic Cultural Atlas (전자문화지도 기반 사진 콘텐츠 활용에 관한 연구)

  • Lee, Dong-Yul;Kang, Ji-Hoon;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.2
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    • pp.315-323
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    • 2015
  • As a form of convergence studies, many studies on electronic cultural atlas have been performed. In this paper, our objective is to design an electronic cultural atlas for utilizing photo contents based on display and sharing effect. This is one of the ways to effectively use various photo contents. Through electronic cultural atlas, photo contents are recognized as an object that contains a lot of information. To do this, we design an electronic cultural atlas for utilizing photo contents, and investigate the utilization differences through comparison with existing systems. In detail, we examine the limits of the traditional photo exhibition method, and research on usability of users when an electronic cultural atlas was used to exhibit and share the photos contents efficiently.

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.583-590
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    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

Technical and Industrial Trends of Ultra High Definition Contents of the level of 8K (8K급 고선명 콘텐츠 기술 및 산업 동향)

  • Lee, J.S.;Yoon, K.S.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.101-109
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    • 2012
  • 아날로그 방송에서 디지털로 전환이 완료되는 시점에서 full-HD 방송을 넘어서 4K 궁극적으로는 8K까지 초고화질의 콘텐츠에 대한 요구가 증가하고 있고, 이를 만족하기 위한 기술개발 및 장비에 대한 관심이 증폭되고 있다. 초고화질은 보통 HD의 4배에서 16배의 해상도를 가지고 화소당 할당되는 비트수도 10~12비트를 할당한다. 초고선명화질의 콘텐츠는 기존 품질의 콘텐츠에서 제공할 수 없었던 실감성과 몰입감을 제공해주기 때문에 방송, 영화, 스포츠, 광고, 전시, 공연, 의료 등의 많은 분야에서 관련 기술개발이 요구되고 있다. 본고에서는 8K급 고품질 콘텐츠의 제작 및 유통, 상영과 관련하여 응용 분야인 UHDTV 및 디지털시네마와 디지털사이니지에 초점을 맞추어 기술 및 산업 동향을 고찰하고자 한다.

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A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.