• Title/Summary/Keyword: 디지털 전시

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Art Collaboration Types and Effects of Luxury Fashion Brands -Focusing on the cases after 2019- (럭셔리 패션브랜드의 아트 콜라보레이션 유형과 효과 -2019년 이후의 사례를 중심으로-)

  • Wang, Yi-Hao;Kim, Hyun-Joo;Youn, Ji-Young
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.721-731
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    • 2022
  • The purpose of this study is to examine and categorize the cases of luxury fashion brands and art collaboration and find out their effects. The research method examined the theoretical background of luxury fashion brand and art collaboration and proceeded with content analysis through major cases. The research results were classified into the following two types through case analysis. The first is art collaboration for product design, and the second type is art collaboration for exhibition works. Content analysis according to type was organized from the perspective of brands and artists, respectively, and the resulting collaboration effect was finally derived. The main effects are the integration of design and art, diversification of social and cultural backgrounds, and innovative vision of expression. This study is meaningful in examining the expanded design methods and effects of luxury fashion brands through grafting artworks and presenting basic data for future fashion art collaboration design research.

A Study on the Status Of Korean Literature House: Larchiveum Perspective (라키비움(Larchiveum) 관점에서 본 국내 문학관의 운영실태와 과제 - 국내 문학관의 기능적 요소를 중심으로 -)

  • Yi, Myongho;Oh, Sam-Gyun;Do, Seulki
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.139-159
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    • 2015
  • With advancement of information technology and accumulation of digital resources, the demand on collaboration among libraries, museums and repositories are increasing. The purpose of this study is to propose Korean literature houses as an example of larchiveum. This study explored data management, exhibits and programs of Korean literature house.

이용자 측면에서의 DB문제점

  • U, Dong-Jin
    • Digital Contents
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    • no.11 s.6
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    • pp.8-21
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    • 1993
  • "지난 9월 22일에서 25일까지 KOEX에서 개최된 '제1회 서울국제데이터베이스 전시회'는 국내에서 처음 개최된 데이터베이스관련 국제전시회였다는 점에서도 여러가지 의미가 있는 행사였다. 그중에서도 행사기간중인 9월 24일 같은 장소에서 열린 '서울 국제데이터베이스 세미나'는 그간 매년 여러번에 걸쳐 준비되어온 'DB산업 육성을 위한 세미나'를 총정리하면서 고도정보화와 국제화를 맞이하는 국내 DB산업이 안고있는 문제점을 정책 및 공공적인 측면, 이용마인드 확산이라는 홍보 혹은 마케팅적인 측면, 개발과 유통의 표준화라는 기술적인 측면, 해외정보 이용과 기술이전이라는 측면 등에서 다각적으로 점검해 보는 귀중한 기회였다. 세미나에서 발표된 4편의 논문을 분야별로 살펴보면, DB산업의 현좌표에 대해서 최동휘 상무(한국PC통신)가 '국내외 DB산업현황'을, 해외정보이용 마인드 고취와 기술이전에 대해 Jeen Videau 부사장(KSD)이 'DB를 활용한 기술이전 방안'을 DB이용마인드 확산을 위한 마케팅 방법에 대해 우동진 실장(한국전자통신연구소)이 '이용자측면에서 본 DB문제점과 해결방안'을, 마지막으로 DB의 표준화에 대해 오해석 교수(숭실대)가 'DB구축과 유통 표준화'를 발표하는 등 각 분야에서 골고루 핵심적인 논문이 제시되었고 아울러 200여명의 참석자들이 이에 대한 열띤 토론을 벌였다. 이에 'DB월드'에서는 세미나에서 발표된 논문들을 지난호(DB구축과 유통표준화)에 이어 차례로 게재합니다.

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Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

A Study of Cooperative Mechanism in Social Games (소셜게임의 협력 매커니즘 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.3-12
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    • 2012
  • This study discusses how players make the mutually cooperative mechanism in Social Games. In SNG, many players exchange helps each other. That mechanism is not only one-off but also repetitive process. In the perspective of reciprocity in Evolutionary psychology and Mythology, this study analyzes mutual cooperation in several game texts most well known in the SNG field. According to the field study results, four cooperative mechanisms were extracted. These 4 principles apply to every digital game design for emerging of cooperative storytelling among players.

The Study on the Contents of Domestic Dam Exhibition Hails and the Characteristics of Applied Media (국내 댐 전시관 컨텐츠와 매체 특성에 관한 연구)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.93-101
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    • 2009
  • Nowadays, the constructions of dams are being issued by the public due to the preservation and protection of nature considered more important than development. These social phenomenon can not be evitable due to arguing the both attitudes, preservation and development of nature. However, There are possibilities to make an agreement with the compromise between the two sides. The common goals of the attitudes are concerning human beings and their life quality. In this atmosphere, the exhibition hall of dams is very important to lead the agreement of both groups because the spaces not only provide contents to compromise by showing positive factors of dams, but present condition of using water as natural resources. The purpose of this study is based on the effect of the applied media in an exhibition hall as presenting education and enlightenment factors. To examine the effect, this study categorizes the existing media by communication types firstly. Secondly, based on the categorization, existing media of each dam exhibition hall are analyzed by numerical way. Thirdly, the general characteristics of applied media are defined by integrating the spatial contents and media. The data from the study are effective to provide the basic data for following design works for the exhibition space.

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.49
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    • pp.651-676
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    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

A Study on the Museum Renovation in the Preserved Area of Cultural Properties for Sightseeing Resources (관광자원화를 위한 문화재보호구역 내 미술관 리노베이션 계획연구 -사적 제314호 광주 분원리 조선백자도요지 내 폐교를 중심으로-)

  • 정영환;유보현
    • Archives of design research
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    • v.17 no.2
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    • pp.43-54
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    • 2004
  • The appreciation of cultural properties related with what the aspects of society was is mandatory to understand our culture correctly. To make over all cultural properties to our descendants without breakage or damage is our natural duty and national obligation. On the contrary, inhabitants in the preserved area should be restricted and controlled by the cultural property law. The conflict between the inhabitants in the preserved area and the government raises economical problems and damages all the time. Especially it is time to discuss to mediate between them and solve the problems. This feasible study is a proposal to settle them up through renovating abolished school in the preserve area to the museum and a case to preserve the cultual properties as well as habitant's assets in that area.

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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.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.