• Title/Summary/Keyword: 3D exhibition

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A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
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    • v.13 no.1
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    • pp.86-100
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    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.

Conservation and Application Scheme of Hominid and Other Vertebrate Footprints from Jeju Island, Korea

  • Lee, Chang-Zin;Kim, Jeong-Yul;Kim, Kyung-Soo
    • Journal of the Korean earth science society
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    • v.30 no.5
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    • pp.581-587
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    • 2009
  • This study intended to the optimal conservation method and to make an application scheme for the fossil locality of the Quaternary Hamori Formation at the northeastern coast of Mt. Songak. Many kinds of innumerable fossils are found from the Hamori Formation in the study area: Footprints of hominid, trace fossils of invertebrates, bird, artiodactyla, proboscidea, carnivores, unclassified footprints, and body fossils (arthropoda, gastropoda, mollusca, and plants). The formation has been outcropped and eroded out with innumerous fossils by the strong wave action of storm and typhoon. Korean government recognized the dangerous situation of the important fossils and decided to conserve the formation for the national heritage. Method D1 (conservation hall or museum on the fossil locality) may be the best way to protect the fossil locality from all the natural activities and to do the research, exhibition, education, and sightseeing together. The application of the geologic materials from the fossil locality should preferentially focus on the collection and research which should be accompanied by exhibition, education, and sightseeing. The application scheme may be stepped into three stages during 10 years: (1) systematic conservation and publicity during 2005-2007, (2) establishment of wellorganized museum during 2008-2010, and (3) international museum with the optimized roles 2011-2014.

Photo System using Augmented Reality (증강현실을 이용한 포토시스템)

  • Suh, Don-Hee;Kim, Jooo-Jin;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.722-723
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    • 2015
  • 스마트 기기의 확산으로 인해, 보다 다양한 애플리케이션이 개발되고 있다. 증강현실 기법 역시 이미지를 마커로 활용할 수 있게 발전됨에 따라, 광고나 전시 등에서 많이 활용되고 있다. 구현된 포토시스템은 이미지 인식 기반으로 하여, 3D모델과 함께 사진을 찍을 수 있다. 세종문화회관에서 개최된 콘텐츠 전시회에서는 로고 이미지를 이동이 용이한 폼에 부착하여 활용함으로서 브랜드 광고효과도 볼 수 있었다. 본 연구는 스마트 기기를 이용하여, 전시장에서 색다른 포토존 서비스를 제공함으로서, 증강현실 콘텐츠의 새로운 활용 사례를 제시하였다.

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Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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GUI Implementation for 3D Visualization of Ocean Hydrodynamic Models (해수유동모델 결과의 3차원 가시화를 위한 GUI 구현)

  • Choi, Woo-Jeung;Park, Sung-Eun;Lee, Won-Chan;Koo, Jun-Ho;Suh, Young-Sang;Kim, Tae-Hyun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.7 no.3
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    • pp.99-107
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    • 2004
  • This study presents an application of GIS technologies to construct the graphic user interface for 3-dimensional exhibition of the results obtained by ocean hydrodynamic model. In coastal management studies, GIS provide a receptacle for scattered data from diverse sources and an improvement of the 3D visualization of such data. Within the frame of a GIS a variety of analytical, statistical and modeling tools can be applied to transform data and make them suitable for a given application. A 3D hydrodynamic model was driven by time-dependent external forcing such as tide, wind velocity, temperature. salinity, river discharge, and solar radiation under the open boundary condition. The Jinhae bay was selected as a case study. Here, we have used GeoMania v2.5 GIS software and its 3D Analyst extension module to visualize hydrodynamic model result that were simulated around the Jinhae bay.

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GUI construction for 3D visualization of ocean hydrodynamic models (해수유동모델의 3차원 가시화를 위한 GUI 구축)

  • Lee, Won-Chan;Park, Sung-Eun;Hong, Sok-Jin;Oh, Hyun-Taik;Jung, Rea-Hong;Koo, Jun-Ho
    • Proceedings of KOSOMES biannual meeting
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    • 2006.11a
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    • pp.213-215
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    • 2006
  • This study presents an application of GIS technologies to construct the graphic user interface for 3-dimensional exhibition of the results obtained by ocean hydrodynamic model. In coastal management studies, GIS provide a receptacle for scattered data from diverse sources and an improvement of the 3D visualization of such data. Within the frame of a GIS a variety of analytical, statistical and modeling tools can be applied to transform data and make them suitable for a given application. A 3D hydrodynamic model was driven by time-dependent external forcing such as tide, wind velocity, temperature, salinity, river discharge, and solar radiation under the open boundary condition. The Jinhae Bay was selected as a case study. Here, we have used GeoMania v2.5 GIS software and its 3D Analyst extension module to visualize hydrodynamic model result that were simulated around the Jinhae Bay.

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A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

3D Holographic contents work and Projection Act on Spectator Approach (관객접근에 의해 행동하는 3D 홀로그래픽 콘텐츠 저작 및 프로젝션)

  • Lim, Sooyeon;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.597-604
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    • 2012
  • In order to actualize the third dimension form, hologram is coming to attention because it has no restriction on viewing position and is capable of natural visual expression. Although hologram technology is the best method to embody 3D image without glasses, it is not commercialized due to several technological problems. Currently used hologram technology in concerts or exhibitions are images flashed on a 2-dimensional transparent screen by HD projectors which is similar to hologram technology, not truly same. In this research, we make 3D contents for Holographic projection and use these contents to present art that can interact with spectators. As a result of the exhibition, attendance showed satisfaction on inspection form, allowing spectators to move around the screen and view it both sides; moreover, they were enterprising to interact with the videos played according to their movements. Therefore, we are able to implement a sensible and spatio-temporal artwork along with interesting space production and represent a intimate and interactive space with the public.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.