• Title/Summary/Keyword: Exhibition Promotion

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A Study on Development of Multi-Channel Voice Guidance System based on Active 2.45GHz RFID (능동형 2.45GHz RFID 기반의 다채널 음성 안내 시스템 개발에 관한 연구)

  • Jho, Yong-Chul;Li, Zhong-shi;Lee, Doo-Yong;Kim, Jin-Young;Han, Woon-Soo;Lee, Chang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.169-174
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    • 2008
  • In this study we develop core technology of Multi-Charmel Voice Guidance System based on active 2.45GHz RFID that can be used in the field of advertising. Through this, we can service more familiar with voice information to foreigners by own language in large scale international event. As an alternative to the current high-expensive voice guidance system in exhibition hall and provide more value added services to user. As the result, we present the configuration of integrated software platform which include media server, media client and receiver. It can be as a basis infra equipment for a signtseeing in RFID/USN environment. Additionally through tag information analysis about exposure of advertisement that is collected late, supposed system may achieve role as a new marketing tool.

A Study on the Activation of the Fur Fashion Industry in Korea(Focused on the opening domestic Fur Market after 1988) (한국 모피 패션 산업 활성화에 관한 연구 -'88년 모피 내수시장 개방 이후를 중심으로-)

  • 정성혜
    • Journal of the Korean Society of Costume
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    • v.22
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    • pp.45-60
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    • 1994
  • Since 1988 the fur fashion industry in Korea has been difficult in exporting and competition with too many brands after opening the dom-estic fur market. However comparing with the interest of manufactures and consumers there are few of related references and books. So the purpose of this study is to put in order and summurize the manufacture in fur cloth-ing the informations of domestic and oversea fur markets and the other professional references. After all it is to help succeed in domestic and international fur markets and give the new ideas of designing and merchandising to the fur fashion industry. The results were as follows: 1. Contact with fur specialty stores in the international fashion cities and tourist cities directly. 2. Establish oversea factories in the low labor countries. 3. Exploit and invest in Russia china and the East European countries for suppliment of law materials and fur market. 4. Need the market research and promotion for encroachment in Japanese fur market. 5. Create the original brands with inter-national fashion sense. 6. Develop the manufacture line for diverse models in small lots matching with the modern life styles. 7. Need the fashion show exhibition pro-motion with reasonable prices and creative new designing with various color trimming texturizing and combination with the other materials. 8 Subdivide and distinguish labels into different types for avoiding with too much com-petition and comvenience of consumers. 9. Make an effort to weaken the black mar-ket the 30% of the domestic fur market.

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A Study on Regional Revitalization by Creating a Landmark of Ulsanbawi in Goseong-gun, Gangwon-do (울산바위 랜드마크 조성을 통한 지역활성화 방안 연구)

  • Suhr, Myong-Suk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.313-319
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    • 2020
  • The Misiryeong East-West road opened in July 2006, after the opening of the Expressway between Seoul and Yangyang in June 2017, has led to a recession caused by a decrease in the number of visitors to nearby region, leading to the emergence of economic crisis in the surrounding region. Against this background, in order to revitalize the Healing Road in Misiryeong, we study to find a way to revitalize the region by creating a landmark in Ulsanbawi Rock. In order to create a landmark of Ulsanbawi Rock, an observation cafe, exhibition facilities, and convenience facilities were built, and a monorail was used to view Ulsanbawi Rock, and a healing plaza, resting area, and outdoor performance hall were installed to promote the local economy.

A Study on Fashion Items to Prevent COVID-19 Using Wearable Technology

  • Park, Hye-Sook;Moon, Phil-Joo
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.277-282
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    • 2021
  • The generalization of social distancing due to the COVID-19 pandemic has rapidly spread non-face-to-face services, accelerating the speed of non-face-to-face digital conversion technology. The importance of telemedicine, a remote service, has been rekindled in the wearable technology including the medical industry. In a situation where it is not easy for any company to overcome the COVID-19 pandemic, it is a time when collaboration within the industry or between competitors is necessary. In addition to the digital-based online exhibition hall using AR-VR-MR technology, which is a major core technology of the future industry, virtual stores that can receive services such as actual shopping should be actively used. Paradoxically COVID-19 will provide new opportunities to reshape and reconnect the future of the textile and fashion industry. Therefore, the purpose of this study is to investigate the current status of wearable technology products being developed as fashion items for the prevention of COVID-19 and analyze their characteristics. This study results can be used as basic data for future research on the fashion industry and education.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.

IEEE 802.11 ax optimization design study in XR (eXtended Reality) training room

  • Chae, Yeon Keun;Chae, Myungsin
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.253-264
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    • 2022
  • In the era of the pandemic, the importance of a wireless LAN environment has become increasingly important, especially as the era of smart working and non-face-to-face education has become a universal and daily routine. Smartphones, tablets, laptops, PCs, smart watches, and wearable devices, collective referred to as wireless terminals, can be accessed anytime and anywhere through the internet, allowing for consistent and constant access to offices, factories, warehouses, shopping malls, railways, hotels, hospitals, schools, logistics centers, airports, exhibition halls, etc. This sort of access is currently being used in roads, parks, traditional markets, and ports. Since the release of the IEEE 802.11 Legacy Standard in 1997, Wi-Fi technology has been continuously supplemented and revised, and the standard has been continuously developed. In the era of smart working, the importance of efficient wireless deployment and scientific design has become more important. The importance of wireless in the smart factory, in the metaverse era, in the era of pursuing work and life that transcend time and space by using AR, VR, MR, and XR, it is more urgent to solve the shadow area of Wi-Fi. Through this study, we intend to verify the wireless failure problem of the xr training center and suggest improvement measures.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

The Influence of Exhibitions as a Marketing Tool on Business Performance - An Illustration from a Defence Industry - (전시회 참가활동이 기업의 경영성과에 미치는 영향 - 방위산업체를 중심으로 -)

  • Han, Jung-Han;Jeon, In-Oh
    • Management & Information Systems Review
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    • v.28 no.3
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    • pp.141-159
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    • 2009
  • In the early 1990's, international security environment bring on the change. So each countries should have renewed the defence policy. The developed countries make efforts to keep the superiority of military industry with an high technology and huge capital. One of the efforts is the defence industry exhibitions for the management performance regarded as the marketing strategic principal method. The result of the opening exhibitions has been studied by research papers and treatises. A exhibitions' goal is different from an it's characteristic, type, industry, participator, institution and participating nation. An enterprise's management performance is runs as follows. First, an exhibitions participation activation has an effect re-participation following the satisfaction. Second, an exhibitions participation activation contributes to be on sale promotion, The result of the exhibitions participation is classified with sale performance and non-sale performance. The third, an exhibitions participation activation contributes to the effective company management. The huge fund advertisement is a financial burden, but a exhibitions takes effect one-fifth economical retrenchment. Accordingly, this study researched the exhibition participation choice properties, an exhibitions participation activation properties and investigated the Korea defence industry's income statement, balance sheet, growth ratios, profitability ratios, productivity ratios, stability ratios which were substitute for the enterprise's management performance through the exhibitions participation costs and the number of times.

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The Influence of Exhibitions as a Marketing Tool on Business Performance - An Illustration from a Defence Industry - (전시회 참가활동이 기업의 경영성과에 미치는 영향 - 방위산업체를 중심으로 -)

  • Han, Jung-Han;Jeon, In-Oh
    • 한국벤처창업학회:학술대회논문집
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    • 2009.10a
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    • pp.223-243
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    • 2009
  • In the early 1990's internation al security environment bring on the change. So each countries should have renewed the defence policy. The developed countries make efforts to keep the superiority of military industry with an high technology and huge capital. One of the efforts is the defence industry exhibitions for the management performance regarded as the marketing strategic principal method. The result of the opening exhibitions has been studied by research papers and treatises. A exhibitions' goal is different from an it's characteristic, type, industry, participator, institution and participating nation. An enterprise's management performance is runs as follows. First, an exhibitions participation activation has an effect re-participation following the satisfaction. Second, an exhibitions participation activation contributes to be on sale promotion, The result of the exhibitions participation is classified with sale performance and non-sale performance. The third, an exhibitions participation activation contributes to the effective company management. The huge fund advertisement is a financial burden, but a exhibitions takes effect one-fifth economical retrenchment. Accordingly, this study researched the exhibition participation choice properties, an exhibitions participation activation properties and investigated the Korea defence industry's income statement, balance sheet, growth ratios, profitability ratios, productivity ratios, stability ratios which were substitute for the enterprise's management performance through the exhibitions participation costs and the number of times.

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Curatorial Methods of Net Art (넷아트 큐레토리얼 방법론)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.155-160
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    • 2022
  • This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.