A sclerotinia rot was occurred on the stems of Obedient plant (Physostegia virginiaqna) grown in the exhibition field of Gyeongsangnam-do Agricultural Research and Extension Services, Korea in 2002. The typical symptoms of the disease were that the infected leaves and stems, at first, became dark green, then watery and soft rotted, later, White fluffy mycelia formed on the lesion developed black sclerotia, later, Sclerotia formed on the plants and PDA medium were globose to cylindrical or irregular in shape and 1.0~10.3$\times$1.0~8.4 mm in size. Aphothecia were cup-shape with numerous asci and 0.8~1.8 cm in diameter, Asci were cylindrical in shape and 84~286$\times$4.7~26.3 ${\mu}{\textrm}{m}$ in size. Ascospores were one cell hyaline, ellipsoid to ovoid in shape, and 7.6~12.8$\times$3.4~6.2 ${\mu}{\textrm}{m}$ in size. The optimum temperature far mycelial growth was $25^{\circ}C$. This is the first report on the sclerotinia rot of Physostegia virginiaqna caused by Sclerotinia sclerotiorum in Korea.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.105-112
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2023
Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.
Journal of the Korea Academia-Industrial cooperation Society
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v.11
no.9
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pp.3538-3547
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2010
As Telepresence has emerged as a key collaboration tool for supporting trade business, the need for using Telepresence has also been increased in the foreign countries. In this context, we has studied an exploratory research to analyze how staffs-in-charges of trade support authority, exhibition & convention center and SME(Small and Medium-Size Enterprise) perceive the general concept of Telepresence, the necessity, feasibility, business values and expected problems of Telepresence's adoption and use. The finding indicated that there seemed to be significant differences between the necessity and the feasibility of Telepresence adoption and use. In addition, they were anticipating some problems when building Telepresence. Major reasons are incompatibility between Telepresence systems, lack of usability and difficulties of fixing a rental fee. The results of the perception analysis also showed that Telepresence would positively influence on creating business value. The analysis revealed that the core factors of the successful adoption and use of Telepresence are stable network environment, awareness and accessability, and education and promotion. Through the perception analysis, I came up with the core factors to implement Telepresence successfully and use it properly. And the fact that I presented the guideline to build Telepresence for SME makes this study meaningful.
Journal of the Korean Society for Library and Information Science
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v.18
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pp.55-98
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1990
This research attempts to verify the hypothesis that the workers in the small-and medium-sized industries use more informal information channels than formal ones do to get the information necessary to industrial activities. Information sources are divided by the internal and the external ones and these are sub-divided by their acquiring channels, publishers and holding institutions. It is intended to investigate the information sources according to the use frequency, age, origin and format of documents used. The degree of benefit to the workers in their practical work through the use of information sources and the use frequency of information sources by the department and years of experience are also investigated. The data to test the hypothesis was collected through the questionnaires distributed to the workers in 300 sampled firms from June 5 to June 20, The following facts have been verified as the result : 1. Workers in industries acquire information mainly through the contacts with the colleagues or superiors in their departments, and the junior workers depend more on the colleague and superiors than senior workers are. 2. Among the documents published internally, the ones from the research and development departments are mostly used. The documents issued by the worker's own departments are also frequently used and the senior workers, the more frequently use the internal publications than the junior workers do. 3. Among the internal documents stored in various places in the industries, the documents kept in the worker's own departments are used most frequently. The senior workers the more use privately owned documents than the junior workers do. 4. As far as the external channels are concerned, information is obtained mainly through suppliers of equipment and raw materials and the use frequency of information channels varies according to department. The senior workers the more receive information through supporting institution, seminar and exhibition than the junior workers do. 5. Among the external publication, the ones published by the industrial supporting institutions are heavily used and the workers in research and developments frequently use the external publications. 6. The documents held in governmental industrial institutions and industrial supporting institutions are heavily used compared with the ones stored in other external institutions. The holding places of frequently used documents vary according to the working departments. 7. The degree of benefit to practical work performance resulted from the internal information use is less than by the use of external information. 8. The documents published more than five years ago are more used than the ones of less than five years, Korean and Japanese documents are used frequently and catalogues, patents and standards are used to a great extent. The documents are used differently in accordance with work departments.
Although cartoons have been recognized for their great potential and value, they have failed to bloom in Korea. This is because wrong perception and irregular distribution of cartoons have been repeated for the last several years. Presently, however, cartoons are escaping from chronic problems they have had for long and welcoming splendid chances now. From the mid- and late-1990's, there have been large-scale events having cartoons as their theme, and social recognition on cartoons is becoming more and more positive. Their contents are diversified, readers are increased, and they are escaping from stereotypes through harmony with other media. Lately, either large or small exhibitions for cartoons are being planned, and Korean cartoons are going overseas and producing exhibitions there. Particularly, visitors' appreciative eye is getting keener, and they begin to see them not as a genre underestimated as low culture like in the past but as a kind of art on which independent research is being actively conducted. One of the biggest factors that have allowed cartoons to be positioned as visual art is the form of exhibitions that combine them with other genres artistically. Especially the cartoon exhibitions being held these days are aggressively introducing various elements of the cartoon genre through the medium of exhibitions not just as a mere tool of seeing to help understand cartoon writers or works. The genre of cartoons is now regarded as an active subject that can reflect its own unique essence in this rapidly changing cultural environment and extend the range of it itself. The latest cartoon exhibitions are characterized by trans-genre and complex aspects in terms of their direction or organization according to the contents, space, or theme. This trend of cartoon exhibitions implies that they are subdividing, analyzing, and planning various factors not in a horizontal way that was centered around image as in the past. It means that cartoon exhibitions are evolving as a form of mobilizing, combining, and reproducing various methods. Although a number of cartoon exhibitions are being held with a variety of themes, there is still lack of research on cartoon exhibitions concerning their forms and contents. Therefore, this researcher sees cartoon exhibitions as a factor that allows cartoons to escape from negative recognition and examines various cartoon exhibitions, from Seoul International Cartoon Animation Festival to the ones that are recently held, to figure out the meaning of Korean cartoon exhibitions. Furthermore, this researcher will find out the factors of planning and popularity in international exhibitions or personal cartoon exhibitions being presently held and figure out new directions and potentials for Korean cartoon exhibitions based on that. To meet the needs of visitors whose expectations have become even higher, it is needed to try not just previous methods but experimental and original planning as well constantly. To realize that, it is necessary to keep providing a field of opportunity where cartoon works, cartoon writers, and visitors can communicate as in an exhibition. It is expected that this study will trigger research on cartoon exhibitions to be performed multilaterally and produce new discourse on cartoon exhibitions afterwards.
The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.
Throughout the world, interest in issues relevant to energy, resources, environment, etc, is ever soaring. Therefore, the restoration of modern architecture that fulfilled its epochal function is working as a cultural, historic medium. In addition, it also plays its role in the side of environmental approach and so on. Moreover, the museum, which was only used for the possession of art collections and exhibition purposes, is currently expanding its scale and range as the center of culture and education. Also in reality, with the use of various programs, it is globally pursuing urban vitalizations. This study looks at the meaning of modem architecture restoration as well as its relationship with urban area. Furthermore, the purpose of this study is to look for design method's direction by finding the relevance between modem architecture restoration and museum during the restoration. This study is based on transformation and preservation scale during the restoration of modern architecture. It analyzed plane and design direction. Additionally, this study analyzed the architectural and regional effect caused by restoration. As a result, in accordance with the direction of museum and the usage, scale, structure as well as superficial aging condition of previous architecture, it shows difference in design methods in the process of restoration. The exterior of architecture was restored and preserved to its original form in order to show the symbolical form through historical value. This is essential to the modern museum. On the other hand, the interior of architecture put more value on utilization concept that its preservation and thus was restored accordingly. However, in all the cases, previous architecture were commonly used and even when alterations and additions were made due to aging and their change in usage, they were restored in a way that preserved and harmonized previous architecture. If the design method for restoration of modern architecture selects the restoration method by considering problems related to location, building value, structure, if it is studied from various angles and is restored after considering its usage as a museum, then we will be able to generate cultural and historical synergy effect. Furthermore, apart from architecture, it will have great impact on urban vitalizations.
Journal of the Korea Society of Computer and Information
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v.18
no.1
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pp.31-42
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2013
This research sheds light on the non-intrusive traits of mobile devices (Electronic Guidebook, Rememberer, I-Guides and eXspot) deployed in Exploratorium for enhancing visitor experience via case studies. In an interactive exhibition environment, non-intrusiveness was the key to supporting the immersive experience and meaning-making for visitors. The usability of hand-held devices directly impacted on the non-intrusiveness, thereby reshaping the form-factors of mobile devices. The change in from-factor has also minimized the functions of devices as the remember of museum experience. Furthermore, the role of mobile devices, which turned from a supposed multi-media guide to a mere rememberer, made them virtually impossible for realizing the "seamless visiting model" originally planned. An array of projects carried out in Exploration have achieved some degree of success such as increasing viewing time as well as reinforcing post-visit activities. However, taken from musicological perspective, increase in viewing time is by all means insufficient to be taken as proof since it is assumed to be achieved by photo-taking (i.e. MyExploratorium) rather than by interacting between visitors and exhibits. This issue --increased viewing time -- needs to be analyzed in depth. All in all, mobile devices used in Exploratorium can be defined as a learning tool/educational supporting medium based on personalization for (visitors') optimizing extended museum experience.
Journal of the Korea Fashion and Costume Design Association
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v.24
no.2
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pp.97-115
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2022
The study aims to explore a new direction for research on buttons by understanding the functions and artistic features of buttons on Western clothing in the 18th and 19th centuries, and to use the findings to develop a textile design. In terms of the research method, the period was set in the 18th and 19th centuries, when decorative features and artistic values of buttons on Western clothing reached theirpeak, while theoretical analysis was made based on literature and previous research papers on Western clothing, websites of the Metropolitan Museum and French Museum of Decorative Arts and other website materials, as well as special exhibition materials of the National Museum of Modern and Contemporary Art. Textile designs were developed using computer programs, including Clip Studio Paint and Adobe Photoshop, by integrating the reinterpreted motif of buttons in the 18th and 19th centuries and the styles that prevailed at that time. The results are as follows. First, buttons on Western clothing had the following three functions: a practical function, a symbolic function representing the wearer's status, and a decorative function expressing individuality and beauty. Second, buttons in the 18th century were works of art made with various handicraft techniques and were an important medium that expressed the wearer's fashion sense. In addition, buttons in the 19th century were mass-produced as a result of industrialization and took a major step forward with the development of materials and dyeing. Buttons reflected themes of poetry, drama, biblical stories, music and art, lifestyle,, along with the political and social atmosphere that rapidly changed after the revolution and fashion trends. Third, the artistic features and shapes of buttons were reinterpreted to create a design motif, and the design was developed reflecting the characteristic elements of the rococo style of the 18th century and the art nouveau style of the 19th century that can conform to modern fashion, thereby rediscovering the artistic meaning and value implied in buttons. In the future, the research on creative buttons of 20th century artists is expected to be conducted from various perspectives.
Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.
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