• Title/Summary/Keyword: 전시 콘텐츠

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Tourism Information System using Geofencing and NFC Technology (지오펜싱과 NFC 기술을 이용한 관광 안내 시스템)

  • Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.211-217
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    • 2014
  • In this paper, by using geofencing technology to set the area you want to move tourists. Geofence set of tourists in the region enters the smartphone by sending e-mail or SMS alarm to display a detailed map of the area to visit assistance. When you arrive at the destination of the museum exhibits or exhibits to the NFC tag attached to each corresponding to a web server for a detailed description of the exhibits from the get-down. Multimedia content using an existing exhibits described. Media of exhibition space and the interaction between the visitors tour guide system capable was built.

Introducing Depth Camera for Spatial Interaction in Augmented Reality (증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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인공지능 기술 기반 Hyper-Experience Art

  • Han, Jeong-Yeop;Lee, Yeon-Bin
    • Broadcasting and Media Magazine
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    • v.25 no.1
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    • pp.83-99
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    • 2020
  • 본 연구는 '인공지능이 그린 그림은 예술적 가치가 있는가?' '인공지능을 활용한 21세기의 현시대 예술은 무엇인가?' '어떻게 실현되는가?'라는 실천적 질문에서 출발하였다. 4차 산업혁명은 초실감(Hyper-Reality), 초지능(Hyper-Intellect), 초연결(Hyper-connect)로 '초(Hyper)의 시대'를 예고하고 있다. 이 혁명은 현시대 예술가에게 현실과 가상을 분간할 수 없는 혼합현실환경, 예술의 창작활동에 훌륭한 조수로서 역할을 할 수 있는 인공지능, 예술적 경험을 가상과 현실을 넘나들며, 언제 어디서나 즉각적으로 체험할 수 있는 기술을 제공한다. 실천적 질문에 대한 해답을 찾기 위하여 주관기관 홍익대학교, 참여기관 서울미디어대학원대학교, (주)브이알애드가 2018년 5월부터 2019년 12월까지 2년간 진행한 한국콘텐츠진흥원 문화기술 연구개발 지원사업 '인공지능 기반 창작 아틀리에 발굴 및 구축 기술 개발 프로젝트'를 통하여 인공지능 엔진(stNET, vidNET, hdtNET, omniNET)을 개발하였고 예술가와 4번의 전시를 통하여 성능 및 가치를 실증하였다. 인공지능은 그동안의 예술적 장르와는 차별화된 특이점을 가지고 있으며 응용 범위 또한 다양하다. 현시대 예술가에게 새로운 장르 개척의 훌륭한 조수로서 역할이 가능하다는 것이다. 그동안 현대 예술의 조형과 개념 미술에 한정적 메시지를 넘어, 인공지능기반 초 실감, 실 시간, 직관적 인터랙션을 통하여 직접적 예술 경험을 체험할 수 있다는 점에서, 현시대의 예술가에게 초 경험 예술(Hyper-Experience Art)의 시작인 동시에 새로운 장르 개척의 단초가 제공된다.

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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Development of a Tangible Interface using Multi-touch Display on an Irregular Surface (불규칙 표면에 대한 멀티터치 디스플레이를 이용한 탠저블 인터페이스 개발)

  • Lee, Dong-Hoon;Kang, Maeng-Kwan;Yun, Tae-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.65-72
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    • 2011
  • Multi-touch display system has recently attracted world wide attention due to easy accessibility to the various interactive media without any specialized equipments. Especially, Microsoft Sphere(R) shows a considerable promise in treating non-fiat multi-touch display. The distinctive feature of the system is a stable multi-touch interaction on a spherical display. To extend the possibility of the interactions to the more various display surfaces, this paper propose a multi-touch interaction system in the circumstance of the irregular convex surface. The proposed method can be used efficiently in various tangible interface, for example, the interactive diorama system at the exhibition or the tangible arcade game.

Construction of Learning Contents Using Korea and Mongolia Historical Heritage (한국과 몽골의 역사문화유산을 활용한 학습방안 구축)

  • Oh, Il-Whan
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.411-420
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    • 2012
  • In Korea, the traces of Mongolian history and culture are often found in Korean life and customs. Under these perceptions, this study has attempted to develop the learning contents using the Mongolian historical and cultural heritages in Korea. For this, the perspective on Mongolia in Korean History and Social Studies textbooks and the exhibition of Mongolian cultural materials in a museum have been analyzed. In addition, this study has researched a plan to develop learning contents for exhibition and education using the Mongolian historical & cultural heritage and folklore materials in Korea and people's perspective on Mongolia in the ancient western maps as a way of understanding the historical and cultural heritage between Korea and Mongolia. In addition, a way of taking advantage of the Mongolian historical and cultural heritage in Korea from the view of world history has been proposed to share historical views and promote cultural exchanges between the two countries. Furthermore, the development of learning contents of the museum using the historical and cultural heritage between Korea and Mongolia could be grounds for humanistic studies from the view of understanding multiculture and characteristics of international culture.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

A Study on the Development of Emotional Content through Natural Language Processing Deep Learning Model Emotion Analysis (자연어 처리 딥러닝 모델 감정분석을 통한 감성 콘텐츠 개발 연구)

  • Hyun-Soo Lee;Min-Ha Kim;Ji-won Seo;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.687-692
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    • 2023
  • We analyze the accuracy of emotion analysis of natural language processing deep learning model and propose to use it for emotional content development. After looking at the outline of the GPT-3 model, about 6,000 pieces of dialogue data provided by Aihub were input to 9 emotion categories: 'joy', 'sadness', 'fear', 'anger', 'disgust', and 'surprise'. ', 'interest', 'boredom', and 'pain'. Performance evaluation was conducted using the evaluation indices of accuracy, precision, recall, and F1-score, which are evaluation methods for natural language processing models. As a result of the emotion analysis, the accuracy was over 91%, and in the case of precision, 'fear' and 'pain' showed low values. In the case of reproducibility, a low value was shown in negative emotions, and in the case of 'disgust' in particular, an error appeared due to the lack of data. In the case of previous studies, emotion analysis was mainly used only for polarity analysis divided into positive, negative, and neutral, and there was a limitation in that it was used only in the feedback stage due to its nature. We expand emotion analysis into 9 categories and suggest its use in the development of emotional content considering it from the planning stage. It is expected that more accurate results can be obtained if emotion analysis is performed by additionally collecting more diverse daily conversations through follow-up research.

Study within the Framework of Collaboration on the Limitation and Alternatives of Governmental Project for Science Culture (협업의 관점에서 바라본 정부주도 과학문화 사업의 한계와 대안)

  • Shon, Hyang Koo;Park, Jin Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.716-730
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    • 2016
  • The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.

Success Model Setting for Historical, Cultural Theme Park Development -With an Example of Korean Culture Theme Park- (역사·문화 테마파크 개발을 위한 성공모델 설정 -한국 문화 테마파크를 사례로-)

  • Kwon, Ki-Chang
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.151-162
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    • 2015
  • A theme park is a complex space, in which held is a performance & exhibition event created to make visitors feel fun and a deep impression through a certain theme. Recently, local governments are increasingly planning for theme parks with the aim of local economy revitalization. Accordingly, this paper set up a development model for a Korean culture theme park after deducting success factors for creating a successful theme park through the case of Korean culture theme park. To be concrete, this paper deducted the success factors through literature research and case research as follows: Setting of themes having identity and consistency; programs that can give fun and a deep impression; convenient support facilities reflecting customers' needs; differentiated marketing for progress in customer attraction power; location linked with cultural resources around a theme park and a space for communicating a message; privately-initiated project promotion and the main body of operation; target setting consequent on market segmentation, and demand forecast, etc. A theme park cannot be successfully operated to contribute to local economy revitalization until such success factors should be closely linked and harmonized with each other. In addition, in order for a theme park to make a continued growth, it's required that problems occurring at the operational stage should be endlessly improved, and contents strengthening should be continuously done in line with circumstances of the times and viewers' eye level.