• Title/Summary/Keyword: 온라인 전시

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A Virtual Fitting System Using The Top and Bottom Image of Garment (상하의 의류 영상을 이용한 가상 의류 착의 시스템)

  • Choi, Ran;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.941-950
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    • 2012
  • A virtual garment fitting system which fits the top and bottom of a garment on 3D body data is introduced. This system uses the laser scanned 3D body data and the digital images photographed the front and back of a garment. The digital images are modeled to reflect tensions among particles in the images and the friction and gravity effects are considered in the fitting process to the body data. When a bottom is fitted, a virtual belt to hold the bottom in the waist is introduced since gravity effects pull down it. Also the process for fitting the top and bottom on layers is proposed here. The system has the strengths that it uses only the front and back image of a garment instead of using complicated patterns of a garment, and provides a realistic fit result as a 3D figure. As on-line retailing shop in present displays front and back images of garments, this system also does. However this system provides a differentiated service to user than present retailing shop as showing a 3D fit image. It will make a new trend in online shop retailing of garment.

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.

An Analysis of Decision Making Factor by Delphi and DEMATEL Model for Decision Support Information System development -Wartime Operational Control Transition approach- (의사결정 지원 정보시스템 개발을 위한 Delphi-DEMATEL모델에 의한 의사결정 요인분석 -전작권 전환 사례를 중심으로-)

  • Park, Sangjung;Koh, Chan
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.47-58
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    • 2012
  • This study selects political and military decision factors of Participatory Government's Wartime Operational Control(OPCON) Transition and analyzes, both quantitatively and qualitatively, the effects and relations between those factors. Previous research utilizing the Analytic Hierarchy Process(AHP) selected their decision factors based on academic data and field experience, requiring more objective analysis of the factors. For this study, we conducted a survey among security subject matter experts(SME) both online and offline. The results show that OPCON transition's decision factors were to 'recover military sovereignty', 'set the conditions for peaceful reunification' and 'improve ROK image through enhancing national power' which differs little from the previous AHP method studies. It also showed that 'recover military sovereignty' and 'set the conditions for peaceful reunification' had no relationship to each other and that the key factor that decided the OPCON Transition was actually 'recover military sovereignty' which represents the interest of the liberal party in ROK. This study finds its meaning by analyzing the decision factors of Participartory Government's OPCON Transition thorugh Delphi and DEMATEL method.

Analysis of Priorities for the Provision of Book Curation Service by Teacher Librarian Using AHP (AHP를 이용한 사서교사의 북큐레이션 서비스 제공에 대한 우선순위 분석)

  • Kim, Mi-Jung;Lee, Byeong-Kee;Lim, Jeong-Hoon
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.303-324
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    • 2020
  • This study aims to identify priorities in book curation service that the teacher librarians perceive important through the AHP (Analytic Hierarchy Progress) method by comparing the jobs of teacher librarians with those of curators and selecting the contents and areas of book curation service provided by school libraries. For the purpose, this study categorized the book curation service areas by class and analyzed the priorities in the book curation service areas in the school libraries by applying the AHP method on the teacher librarians who are the personnel in school libraries. As a result, the priorities in the upper-tier class were turned out to be information services, improvement of expertise, information resources, management, and promotion & marketing in that order. The priorities in the lower-tier evaluation areas were shown in the order of survey & research, Q&A, self-development, exhibition, budget allocation, connecting with experts, trend analysis, reading education, human resources, planning, collaboration class, marketing services, book status, online promotion, offline promotion, and facilities & environment. Based on the results, this study suggested the following plans to provide effective book curation services in school libraries: grasping characteristics of school library users, setting classification criteria for book curation, and finding reader participation-oriented book curation service.

The emergence and ensuing typology of global ebook platform -The case study on Google eBook, Amazon Kindle, Apple iBooks Store (글로벌 전자책 플랫폼의 부상 과정과 유형에 관한 연구 -구글 이북, 아마존 킨들, 애플 아이북스 스토어에 대한 사례연구)

  • Chang, Yong-Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3389-3404
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    • 2012
  • Based on the case study methods, the study analyzes emergence and ensuing typology of global ebook platforms such as Google eBook, Amazon Kindle, iBooks Store. Global ebook platforms show adaptation process responding to rapidly changing digital technological envirment and it's fitness landscape. The critical elements in its emerging process are the distinct selection criteria, the degree of resource abundance and the search process based on open innovation. Based on these critical elements, the global platforms show speciation process, so called niche creation and are evolving into a variety of the typology based on the initial condition of key resource which makes the platform emerge and grow. Each global ebook platforms is evolving into open platform, hybrid platform, closed platform. Google eBook has openness and extensibility due to a variety of devices based on Android and a direct involvement of actors. Amazon Kindle has developed from a online bookstore and into the hybrid platform which have not only closed quality but also openness with ebook devices and mobile network. iBooks Store has developed into the closed platform through the agency model based on competitive hardwares and closed quality with iphone and ipad.

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.

A Case Study on Virtual Reality-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museums (가상현실 기반의 과학관 전시물 사례 연구 - 한국, 홍콩, 일본 과학관을 중심으로 -)

  • Lee, Juyeon;Jang, Shinho
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.107-128
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    • 2020
  • In this study, the present state and characteristics of VR exhibits currently exhibited in Korea, Hong Kong, and Japan were studied to derive the improvements in the domestic VR exhibits. The previous literatures on VR exhibits at Science Museum were reviewed and online and offline data were collected, analyzed and compared. As the result of the study, VR exhibits at Science Museum in Korea turned out to focus on interest and fun rather than containing scientific content, and exhibits aimed at recreational play and physical activity. The Hong Kong Science Museum VR exhibits are more physically targeted exhibits than the cognitive target exhibits. In addition, at the Japanese Science Museum, there are many exhibits aimed at the physical target exhibits. As the result of classifying VR exhibits into the similar types, it was possible to derive them into four characteristics. The implications for future KOREA VR museum exhibitions were discussed.

Case study of flipped learning applied to hand sewing class in home economics education (가정과교육에서 손바느질 실습에 대한 플립러닝 적용 사례 연구)

  • Shin, Hye Won
    • Journal of Korean Home Economics Education Association
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    • v.30 no.4
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    • pp.127-139
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    • 2018
  • The purpose of this study was to develop and examine the effect of flipped learning in hand sewing practice. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned kinds of hand sewing by watching video and ppt. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, instructor had a brief hand sewing demonstration. Then basic hand sewing practice was progressed. After that advanced project(making things using more than 3 kinds of hand sewing methods) was progressed. After-class: Students were evaluated each other through project exhibition. The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students were actively participated in flipped learning and satisfied with the overall quality of the flipped learning class. They said that videos, project & feedback were helpful in understanding hand sewing. Flipped learning applied to hand sewing practice showed more positive learning effect than the general practice class.

Influence of Service Quality and Visit the Motivation on Visitors Satisfaction, Behavioral Intention in Museum. -Focused on National Museum of Korea (박물관 서비스 품질과 방문동기가 관람객 만족도, 행동의도에 미치는 영향 연구 -국립중앙박물관을 중심으로)

  • So, Eun-Hye;Lee, Kyoung-Rul
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.515-527
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    • 2014
  • The purpose of the study is to find factors to measure Museum Service Quality (SERVQUAL) and Visitors' motivation. The survey was analyzed with 214 questionnaires out of 230 ones and it was conducted by those who have once visited the National Museum of Korea. Pre-test was conducted from May, 2013. Deriving adequate Service Quality Measures in Museum, factor analysis was applied. From 29th of July 2013 to 23rd of August 2013, surveys were conducted through online and off-line. Using the SPSS 20.0 statistics, Population analysis was applied frequently. In order to ensure the reliability, cronbach ${\alpha}$ value was evaluated. Fit of the research model and the suitability of the path coefficients were evaluated through AMOS to ensure the validity and reliability. As a result, in terms of Analysis on Service Quality, it influenced significantly on the degree of satisfaction. Visitors' motivation also had partial influence on the degree of satisfaction. Moreover, Behavioral Intentions were also influenced by the degree of satisfaction.

Curatorial Methods of Net Art (넷아트 큐레토리얼 방법론)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.155-160
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    • 2022
  • This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.