• Title/Summary/Keyword: Exhibition Experience

Search Result 254, Processing Time 0.029 seconds

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.566-568
    • /
    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

  • PDF

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
    • /
    • v.15 no.12
    • /
    • pp.549-554
    • /
    • 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.

Remodeling Architectural and Interior Design of National Agricultural Cooperative Federation Hanaro Mart (농협 하나로 마트 리모델링 계획안 연구)

  • Byun, Jay-Young
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2005.10a
    • /
    • pp.193-196
    • /
    • 2005
  • The value of all goods and services produced in the economy divided by population has risen from $7.355 in 1998 to $12.646 in 2003. In other to maintain higher standard of lifestyle, people are 'hungry' for time. The idea of saving time and money by providing many different types of products altogether in one space was implemented with the advent of large warehouse style discount stores. These type of retailers grew in size and popularity during the 1990s and 2000s, causing a decline in sales in the old, traditional downtown markets. From ancient to twenty-first century, the role of the grocery store has been that of the social center of the community; a place of unity and interaction of people. The experience a customer engages in at a grocery store is comparable to that of a museum. Not only is the grocery store a unique, physical space to visit, but also a rich collection of fascination items. The layout of the interior space is meticulously planned for the efficiency of customer circulation and the success of product exhibition. Eye catching graphics and attractive lighting also add to the appeal of the grocery store's high style. Shoppers are no longer satisfied with just buying good products at a lower price. Shoppers prefer to spend time in an entertaining environment. The Hanaro Mart project in this study propose the idea of warehouse style discount stores which can satisfy all the demands of customers and their various activities. This study will open up unique dimensions of aesthetic expression and experience in the interior environments. Shopping for food is an unavoidable task. If food shopping is enjoyable, more people will spend more time at it.

  • PDF

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
    • /
    • v.14 no.4
    • /
    • pp.737-742
    • /
    • 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.

Analysis on Ubiquitous Home Services in Domestic Future Housing - Comparison with Research Results on Demand of Ubiquitous Home Services - (국내 미래주택관에서 구현하는 유비쿼터스 홈 서비스 현황 분석 - 유비쿼터스 홈 서비스 요구도 관련 연구 결과와 비교를 중심으로 -)

  • Lee, Yong-Min;Kwon, Oh-Jung
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.2
    • /
    • pp.252-262
    • /
    • 2010
  • With the introduction of the ubiquitous technology, the housing culture centers have demonstrated future housing image or technology. But Ubiquitous Home Services in the future housing were more focused on implementation of environment for the future than exhibition that consumers can experience. The purpose of this study was to identify ubiquitous home services which were realized in domestic future housing and to compare those with results of previous researches on demand for u-services. For this study, field study was conducted with 3 domestic future housings and 14 previous studies on demand of u-services were analyzed by the standard of residents demand. The results of the study showed that u-services for housework and leisure life more than those for security and health, were applied in the future housing. However, residents prefered u-services for security and control of indoor environment to those for housework and leisure life. As a result, it was found thatu-services which residents needed mainly were discordant with those that were displayed frequently in future housing. Also developing u-services reflected the needs of residents, a test bed has to be established in the future housing and then pre-evaluaiton can be conducted.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.463-470
    • /
    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

  • PDF

A Study on the Planning of Agropolis Framework (농업혁신도시의 표준 프레임워크 도출에 관한 연구)

  • Choi, Soo-Myung;Kim, Young-Joo
    • Journal of Korean Society of Rural Planning
    • /
    • v.11 no.4 s.29
    • /
    • pp.17-24
    • /
    • 2005
  • The sustainable development of local communities is faced with limitation due to poor infrastructure and lack of cooperation among stake-holders. To overcome such circumstances and thus to ensure balanced development of the local communities, the central government is driving construction of innovative cities mainly through transfer of public institutions to local cities. In this study, to contribute to the development of plans for the future agropolis' associated with the transfer of public institutions, efficient organization mechanisms of the agropolis such as basic structure and spatial allocation was examined through analyses of advanced cases(Sophia Antipolis, St. Hyacinthe Science Part Food Valley, Stoneleigh Park) of foreign countries. The analyses showed that the organization of agropolis were consisted of three main components; 1) agricultural and food industry complex conducting R&D, 2) service facilities(information, trade, consulting and advertisement) supporting agricultural and food industries and rural enterprise center in charge of a variety of events including exhibition, rural experience, education, and contest, 3) silver facilities such as hospital and town providing medical service and residence. Based on the results, inventories of facilities which are necessary in 'the future agropolis' and their spatial allocation were suggested.

A Comparative Study of Korean and the US College Female Students′ Clothing Buying Behavior

  • Hwang, Choon-Sup;Kim, Sun-Ah
    • International Journal of Costume and Fashion
    • /
    • v.4
    • /
    • pp.47-61
    • /
    • 2004
  • This study analyzed the buying patterns of American and Korean female college students in terms of criteria for clothing selection; store preferences; criteria for store selection; fashion information sources; expressions of customer dissatisfaction; purchasing frequency and motivations for purchasing clothes. The study was implemented through self-administered questionnaires which were back translated for validity. The samples consisted of 730 female college students majoring in the fields related to clothing and textiles: 310 U.S. and 412 Korean students. Likert scales were used for most measures with 1=never or very unimportant and 5=always or very important. Data were analyzed by factor analysis, analysis of covariance, Duncans multiple comparison, and t-test. Results are as follows: 1) Design factor was the most important criteria in clothing selection with no differences between country groups. There were, however, significant differences for psychological exhibition factors, practical and economic factors. 2) Both groups preferred specialty and department stores, with department stores more popular in Korea. 3) Merchandise was the most important store selection criterion and fashion magazines and self-experience were rated as the most important information sources for the both groups. 4) Korean group expressed their dissatisfaction with and observable problem with a product before purchase more often than U.S. group, but the U.S. group was more vocal about color loss or shrinkage after care procedures. 5) Some clear differences between the two countries emerged. Marketers targeting American consumers should pay more attention to practicality and service; to Korean consumers more symbolic meaning of products.

A Study on the Characteristics of Space Organization of Richard Meier′s Museum Project (리차드 마이어(Richard Meier)의 미술관건축 공간구성 특성연구)

  • 이성훈
    • Korean Institute of Interior Design Journal
    • /
    • no.26
    • /
    • pp.79-87
    • /
    • 2001
  • This study is focused on three major museum projects completed during 1990's by Richard Meier who is known as the romantic modernist as well as one of the architects who continue their devotion on completing the fourth dimensional spatial concept through the practice. Main focus of the study will be analyzing the space and design elements shown in the Museum of Contemporary Art (Barcelona, Spain, 1986-95), Museum of Television & Radio (Beverly Hills, CA., 1994-96) and the Getty Center(Los Angeles, CA., 1984-97), and find out the new meaning of museum design suggested by the architect. The analyzation was done based on the actual sight visits and through the acquired references. The museum designs done by Richard Meier show consistency between visual language, use of 'light, space and form' as the design elements to connect interior and exterior to create openness and harmony with surrounding condition. Additionally, greatness of the architectural elevation, efficient use of interconnecting space, adoption of natural light, affective use of the space, careful consideration to the exhibiting items, spread of information centers, balance between large and small exhibition spaces, and his concept on providing choices to the viewer within the museum are the main issues in designing the museum in order to give various spatial experience to the visitors.

  • PDF

A Study on the Cases of Folly Project in the Contemporary Architecture After Parc de la Villette (라빌레뜨 이후 현대건축에서 나타난 폴리 프로젝트 사례 연구)

  • Kang, Hyo-Jeong
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.3
    • /
    • pp.144-152
    • /
    • 2014
  • This study evaluated how folly is experimented in the contemporary architecture after 30 years when Bernard Tchumi first introduced it to the public by the modern transformation as a garden ornament. First, folly project has been carried out based on the general concept of energizing dwindling cities. However, it has changed to the direction of adding specific programs. Also, along urban regeneration that does not change deterioration of previous structures, Folly changed in the emphasis on readjust existing structure. Second, by having different designers presenting their own follies during the Osaka Expo, folly now has part on visual exhibition element. This has similarity with public art project, yet it could more actively intervene for urban regeneration compared to conventional environment sculpture. Third, folly is experimented as the event-installation art combined form of architecture and art where people could experience the space and enjoy art. Fourth, folly enabled the landscaping of architecture and expanding city planning. Recently Gwangju Folly invited various arts, social, and cultural professionals to converge city design with architecture, landscaping, and other diverse genres.