• Title/Summary/Keyword: Exhibition Performance

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Thermal Performance Evaluation at corners of the External wall of Modern New Han-oks using Temperature Difference Ratio inside (내표면 온도차 비율(TDRi) 분석을 통한 현대 신한옥 외벽 모서리 부위 단열성능 평가)

  • Lee, Ju-Yeob;Song, Min-Jeong;Lee, Tai-Gang;Kim, Sun-Woo;Cheon, Deuk-Youm
    • KIEAE Journal
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    • v.16 no.3
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    • pp.103-112
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    • 2016
  • Recently, many New Han-oks have been constructing in all over the country to popularize as a type of green house. But, achievement of thermal performance of external wall is still the very important issue to become popular. Purpose: The purpose of this study is to verify the thermal performance level of modern New Han-ok through Temperature Difference Ratio inside(TDRi) analysis at corners of the external wall in Han-ok. Method: To achieve this goal, measurements were carried out in 12 Han-oks(experimental mock-up(1), exhibition Han-ok(1), happy village Han-oks(10)) by taking a infra-red thermography using thermal video system. Following are analysis items about connection joint between wall and wood columns of external wall conditions; the part between external wall and external wall(2D), external wall and ceiling(or floor)(2D), 2 external walls and ceiling(or floor)(3D) and so on. Result: It was analyzed that the probability of condensation at most of connection joint appear high and TDRi of 3D corners is higher than that of 2D corners in general. It means that the development of construction techniques about connection joint between wood columns and external wall is still required. The results of this study may be used to improve the construction technology of new Han-ok and as a basis for the specifying the desired thermal comfort environment of dwelling.

The MICE Participants' Importance & Performance Analysis on Smart Tourism Technology Attributes (스마트관광기술 속성에 대한 MICE 참가자의 중요도-실행도 분석)

  • Eun-Soo, Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.437-443
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    • 2023
  • We investigates MICE participants's evaluation on the application of smart tourism technology by comparing their importance and performance. Date were collected from MICE participants who had attended in hybrid MICE in recent five years, The three dimensions of smart tourism technology were event management, extension of contents, and community. We found that event management and community affected on overall satisfaction of MICE participants. The result of paired t-test revealed that there were significant differences in audience interaction, webinar, virtual showcase, communication by social hub, virtual marketplace, and matchmaking The importance-performance matrix also indicated that matchmaking, virtual marketplace, audience interaction, communication by social hub, and webinar were major weakness and should be improved in the future.

The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

A Use of Puppet Performance as the Public Library Cultural Program (공공도서관 문화프로그램으로서의 인형극 활용 방안연구)

  • Ahn, In-Ja
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.1
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    • pp.119-130
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    • 2010
  • The development of library cultural programs provides educational information which can only be produced from library. It helps user's to recognize the value of library, and aims at expanding the usage of library information. This paper indicates "children puppet performance" is possible ways to find library identity in providing cultural programs, and suggests guidelines for managing the programs and supporting users.The program management section is divided into several aspects; user service, development of book collection, information service, and advertisement. In terms of user services, the paper suggests watching performances, exhibition projects, creation of related societies, puppet workshop training, and developing library cultural programs. In the development of library collections, the paper indicates usage of library resources, the effects of expanding book collection, education on information usage. In cooperating section, this paper will see the ways to connect library cultural programs to other cultural institutions.

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

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 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.

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A Study on the Clothing Involvement and Clothing Consumption Behavior of Female University Students according to Gender Role Attitude (여대생의 성역할 태도에 따른 의복관여와 의복소비행동에 대한 고찰)

  • Choi, Mi-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.15-28
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    • 2010
  • The purpose of this study was to investigate how gender role attitudes affect clothing involvement and clothing consumption behaviors in young female generation by changing the traditional sex role stereotype. For the research, the survey was conducted for a month from June 15 to July 15, 2009. Data was collected a total of 368 questionnaires from 20's female university students and analyzed 301 questionnaires with SPSS 12.0. The results were as follows. First, the results of factor analysis on gender role attitudes confirmed the multifactorial theory of gender schema: modern masculinity, conservative gender roles, modern feminity based on emotion, gender role openness, and traditional feminity. Second, gender role attitude of female university students was a little conservative but flexible to accommodate masculinity and active in the emotion expression. Third, gender role attitudes had important effects on clothing involvement which was identified into 4 different factors; fashion involvement, clothing interest, performance risk, and social psychological risk. Fourth, gender role attitudes were related with clothing consumption behaviors as like shopping orientation, on-going information search behavior and brand loyalty because of needs for innovation, exhibition and differentiation. Therefore, it was concluded that not only 'androgynous' from modern feminity based on emotion but also 'masculinity' was applied to important fashion marketing strategic tools by statically affecting female consumer's clothing involvement and clothing behaviors.

A Study on the Type and Characteristics of the Spatial Structure in Major Space of Museums (박물관 대공간의 공간구조 형식과 특성에 관한 연구)

  • Park, Se-Min;Jung, Sung-Wook
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.178-187
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    • 2008
  • This study aims to analyze general features and forms of spatial structure of major space in museums and for the scope of this study, set up major space and the surrounding areas structured around major space and for the target of analysis, selected 10 museums of overseas examples from 19th century to 2006. And this study on focus, on the circulation structure and visual structure will be analyzed in qualitative method by focusing on the floor plan and section structures; deepening process of analysis, visual structure will turn into numerical value to analyze the spatial structure of the major space. The results of this study are as follow. First, vertical elements should be critically considered in a circulation plan for functional performance of dimensional circulation distribution in a major space. Second, a plan by location of vertical and horizontal moving elements related to a major space affects a circulation relation more than a connection type between a major space and an exhibition area. Third, it could be categorized into 4 types by considering the features of spatial structure followed by connecting relationship between areas. Fourth, comparable figures were drawn out among large space and surrounding areas but it couldn't draw out types.

Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.123-132
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    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

Development of Inventory Control System for Large-scale Retailers using Neural Network and (s*,S*) Policy (신경회로망과 (s*,S*) 정책을 이용한 대규모 유통업을 위한 재고 관리 시스템의 개발)

  • 김우주
    • The Journal of Information Systems
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    • v.6 no.1
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    • pp.223-256
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    • 1997
  • Since the business scales of retailing companies become to be very large and the number of items dealt increases explosively, automation of inventory management becomes one of the most important issues to solve in retailing industry. In order to accomplish this automation of inventory management, there must be a great need to a method which can perform real-time decision making on inventory control in an automatic fashion, while communicating with inventory information systems like POS system and automatic warehousing system. But even in this circumstance, there are also many obstructions to such automation like varying demands, limited capacity of warehouse and exhibition room, need for strategic consideration on inventory control, etc., in a real sense. Due to these reasons, it seems very difficult that most large-scaled retailing companies get fully automated inventory management system. To overcome those difficulties and reflect them into inventory control, we propose a automated inventory control methodology for retailing industry based on neural network and policy model. Especially, policy model is devised to deal with dynamic varying demands and using this model, strategic goals on inventory can be considered into inventory control mechanism. Our proposed approach is implemented in workstation and its performance is also empirically verified also against to real case of one of the major retailing firm in Korea.

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A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.