• Title/Summary/Keyword: 전시체험공간

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A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

O2O Order System Design and Implementation (O2O 수주시스템 설계 및 구현)

  • Sa, Jae-Hak;Chun, CByung-Hun;Choi, Young-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.382-385
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    • 2016
  • 본 논문에서는 오프라인의 장점인 고객방문, 실물전시 및 체험 구매를 위한 상품콘텐츠를 가상공간에 디지털화로 제작하고 실시간 제공함으로써 고객들의 구매욕구와 구매패턴의 변화수용과 서비스 만족도를 향상시키는 O2O수주시스템을 제안한다. 이 시스템은 오프라인 패턴에 익숙한 카탈로그 책자중심의 사용자경험을 디지털로 전환하여 온라인의 거부감과 불편함을 해소하였고 편리성을 높이기 위해 다양한 접근 디바이스환경 제공과 오프라인에서 할 수 없는 동영상에 의한 사용법, 제품 도면 등을 e-카탈로그로 제공하여 성공적인 매출확대를 창출하도록 설계, 구현하였다.

A Study on the Spatial Characteristics of Phenomenology in Museum Space (박물관 공간에 나타난 현상학적 특성에 관한 연구)

  • Song, Ah-Ram;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.22-25
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    • 2007
  • The purpose is to analyze space through phenomenological features of museum space with the background of studying patterns and characteristics appearing in modern museum space based on Perceptional Phenomenology by Merleau Phonty, and then giving meanings to our daily-life space and offering new museum space. This research studies about recognizing phenomenological cognitive experiences not as conception fixed in modern museum, analyzes phenomenological particularities based on Phenomenological conception by Merleau Phonty, and studies on the features appearing in museum space by phenomenological language focusing on museums since 1990's.

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A Plan Memoral Hall of loyal troops Resistance to Japan (항일의병기념관 계획)

  • Cha, Sang-Gi
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.198-201
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    • 2007
  • Currently, both Korea and Japan have cooperated to get a foothold in economic major countries in the Asia through the various economic cooperation and the overcoming of cultural difference in cultural interchanges between two countries. However, in the present age, two countries are on the other road in historical view and conception; the final report over 3 year studies by the two countries' history study partnership commission shows the above views; while Korea has been in base of Japan colonialization's unjustification, Japan has been in base of its facts. The aboves have proved that Japan has not taken an honest self examination and conscience over the history. Accordingly, Japan resistance volunteer memorial is proposed as the educational place to carry down the martyr's holy patriotism in later ages and practice its spirit by learning the resistance volunteer resistance volunteer movement, which focused on resisting the Japan invasion and fighting the independence.

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A Study on the Characteristic of 'Movement' Expression by the Moving Experience in Display Space (전시 공간의 이동 체험을 통한 움직임 표현에 관한 연구)

  • 이정미;임채진
    • Korean Institute of Interior Design Journal
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    • no.5
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    • pp.9-16
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    • 1995
  • The purposed of this study is searching the characteris-tic of 'Movement' expression by the Moving experience in display space. First, the concept of 'Movement' was defined by visitor's moving experiences according to the time pass and to visual perception. Exhibit cases were analygied to fine the relationships the defined 'Movement' experience with display spaces. But, 'Movement' is related moving experience from the entrance to importance of display space, and that is picked out key word in movement expression. Consequently, two category (visual expression, expres-sion method) to regard on the space design in display space was suggested focused on the concept of 'Movement'.

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A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

An Implementation of Service Framework for Public Culture Contents in the Convergence Environment of Spatial Information and Culture Contents (공간정보 및 문화콘텐츠 융합 환경에서 공공 문화콘텐츠 서비스 프레임워크 구현)

  • Hong, Dae-Ki;Song, Byeong-Sun;Lee, Nam-Young
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.195-201
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    • 2010
  • Globalization, conversions, and OSMU (One Source Multi Use) in modern cultural industry is expanding fast, and global competition is soaring with a changing environment today. In fact, the development of one nation depends on its cultural creativity. Yet, there is an increasing need for a connection between space and culture since globalization homogenizes a nation's unique cultural identity and provides low level of utilization in digital cultural contents in terms of saving, conserving and maintaining data. In order to invigorate the cultural industry, there must be some information that provides public culture contents, which they can be freely searched, displayed, and re-produced. Ultimately, these public culture contents should be able to provide Culture Space. This text discusses how individuals produce the Culture Space, which provides digital information of time and space, from a relationship between culture and space. It also introduces the public Culture Contents service framework in order to provide culture information and combined Culture Contents.

Importance and Specialization Plan of the Indicators by the Function of the Arboretum (수목원 기능별 지표의 중요도와 특성화방안 - 대구, 경북, 경남 수목원을 대상으로 -)

  • Kim, Yong-Soo;Ha, Sun-Gyone;Park, Chan-Yong
    • Journal of Korean Society of Forest Science
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    • v.98 no.4
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    • pp.370-378
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    • 2009
  • This study tries to provide the basic direction to form the arboretum with the distinct features by providing the basic data to help the differentiated strategy for each arboretum. For this purpose, the users' pattern, importance of the indicator by the function, and the stimulation and specialization importance were examined for Daegu Arboretum, Gyeongbuk Arboretum and Gyeongnam Arboretum in Gyeongsang Province. The result says, looking into the functions of arboretum, the collection function showed the highest importance in the preservation of the endangered crisis species; the display function showed the highest in the use as the nature experiencing spaces through the plant exhibition; the research function showed the highest in the study on Plant Systematics; the education function showed the highest in the protection of the native plants; and the recreational function showed the highest in the healthy recreational space. In the plan for the promotion of the arboretum showed the highest in the public education program operation such as the narration from arboretum and education for plant. Therefore, it is considered to need the system setup such as the education program, material development and specialist training in terms of the arboretum. For the specialization plan for arboretum in this study, it seem desirable to concentrate on the research and education related to the natural resources renewal, for Daegu Arboretum; to concentrate on the resort site for the protection and display of the species and the disabled visitors by utilizing the geographical traits in the mountains, for Gyeongbuk Arboretum; to create the specialization plan mainly for the tree species suitable for the warm weather and for the children.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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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.