• Title/Summary/Keyword: Exhibition design

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An Analysis of the Environmental Color in Urban Street by Pedestrian Visual Fields Area (보행자의 시계영역에 따른 가로의 환경색채 분석)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.53-61
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    • 2017
  • Cityschumers experience the urban with the visual perception while walking an average speed of 4km per hour. At this time, recognition of the color field accounts for more than 70%. Therefore, in this paper the environmental color of urban street is examined by dividing the pedestrian visual field area. In the urban street, the area of the visual field area of the pedestrian is divided into Ground Plane, Roadside, Canopy and Building Wall. In addition, we observe and color survey the environmental color of Exhibition Road, which is the northern side space of South Kensington in London, which adopted the world's first shared space. The color of the visual filed area was dominated as YR, GY, Y, PB. The Ground Pland was dominated by the YR. The reason for this is that the color of the floor has changed due to the shadows of surrounding architecture and facilities. Roadside was dominated in various ways such as GY, BG, PB, B and P. Canopy was mainly composed of PB, GY, etc. It was found that the material color of the lower part of the architecture was reflected. The architecture wall was affected by the reflectance and absorption rate of the transparent material. The first image that comes to mind when thinking about the urban is the street where pedestrians walk, feel and enjoy themselves. Therefore, it is suggested that various policy frameworks for managing and managing urban planning professionals may be different from the perceptions of pedestrians active in mega cities.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.397-402
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    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.

Framework for the Quantitative Evaluation of Media Arts (미디어아트의 정량적 평가체계에 대한 연구)

  • Chung, Shin-Young;Eune, Ju-Hyun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.139-150
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    • 2006
  • The evaluation of art has been historically based on the thorough reliance on the subjectivity of beholders due to the fact that the production and appreciation of works of art is founded on the similar(subjective) value. There had been little attempt to reverse such tendency by creating an objective and quantitative checklist for evaluating a work of art. Centering on the evaluation of the Media Art, which increased dramatically in numbers since the late 1960s, this is an attempt in systematizing the quantitative evaluation of Media Art by reflecting the idea of subjective criticism as well as its medium specificity. As such, the criteria for the evaluation consist of media evaluation, work evaluation, appreciation evaluation, product evaluation and exhibition evaluation. The evaluators can be divided into the general public, the Media Art specialist and the curatorial staff, according to their experiences in dealing with the Media Art. Based on the result of the FGD, the weight has been added to the evaluation system according to each evaluation criteria to ensure the balance between the objective and subjective criticism.

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Design and Implementation of Electronic Culture Atlas for Oversea Region Research (해외지역연구를 위한 전자문화지도의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho;Yu, Young-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1174-1180
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    • 2013
  • In recent years, there are many awareness and demand for digital convergence of the future. In information technology, especially, convergence with other studies such as regional studies, literature and humanities should be needed because information technology is closely related to real life. Culture atlas represents various aspects related to culture visually using points, arcs, and more in the map. Thus, it should be an available tool to survey cultures efficiently in digital environments. For oversea region study, especially Mediterranean region research, we suggest the way to apply electronic culture atlas in this paper. In detail, design and implementation a study on Electronic Culture Atlas for overseas area. Research results for oversea regional studies can be expressed visually by utilizing digital culture map implemented in this paper. Therefore, digital culture atlas should be used as convergence media between information technology and other studies such as regional studies, humanities and so on, tools for oversea regional studies, and exhibition of research results.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

A study on the upper jacket of the Scythians in the region of the Black Sea - focused on the hat on the back of the upper jacket - (흑해지역 스키타이인 상의(上衣)에 대한 소고 - 상의에 달린 모자에 대한 분석을 중심으로 -)

  • Chang, Young-Soo
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.123-138
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    • 2019
  • The hat on the back of the upper jacket in Scythian, in of northern region surrounding the Black Sea, is described as a typical woolen hood, but until now has been overlooked in Korean costume studies. The purpose of this study is to analyze the hat on the upper jacket in Scythians and to recognize the meaning of the hat. A further purpose is to complete the basic framework of research concerning the Scythian costume by adding the part that was overlooked previously As for the research method, we collected literature, previous research results, the exhibition catalog, and the related artifacts for analysis. The literature was collected at the German Archaeological Research Institute. The analysis of artifacts was based on data collected by the researchers at the Heremitage Museum in Russia and data was taken by the staff of the Heremitage Museum. The conclusions of this study are as follows: Among the artifacts in the northern region of the Black Sea, it was perviously believed that Scythians status was signified by the wearing of hat-tops. Regardless of age, warriors and knights all wore upper jackets with hats, so it appears that the people who are active wore upper jackets with hats. On the other hand, it was assumed that the royal family, who wore ornamented, colorful, and decorative hats were not observed to have worn upper jackets with hats, and therefore did not require a hat. Therefore, it is considered that the hat in the Scythian society was a costume element emphasizing practicality, not necessarily a class symbol.

Textile·Fashion convention status and satisfaction (섬유·패션 전시회 현황과 만족도)

  • Kwon, Young-Hoan;Lee, Youn-Hee;Lee, Ji-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.1
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    • pp.17-33
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    • 2019
  • The purpose of this study is to understand the present status of the international textile fashion conventions and the Korean textile fashion conventions in order to secure competitiveness in the textile fashion industry and to discover the satisfaction of the convention and to develop an improvement plan of the current textile and fashion conventions in Korea. For the method of study, five representative conventions of domestic and foreign textiles and fashion were selected and case analyses were conducted focusing on relevant reports. Also, the satisfaction and improvement of the conventions for companies, buyers and visitors attending the Preview in Seoul(PIS) convention were surveyed. The first result of the study was that international textile and fashion conventions have clarified their identity according to changes in the market environment and buyer's interest. For example, the professional exhibition changed the nature of the comprehensive convention or made it easier for many related businesses and buyers to attend the convention by sharing the same convention period and location with other conventions. In addition, the convention hall has been constructed to display promising items, such as eco-friendly materials and smart materials. Second, participating companies, buyers and visitors of the Preview in Seoul (PIS) convention were generally satisfied with the convention, but were aware of the need for change. In particular, the satisfaction level with the number and level of new buyers at home and abroad, the number of counseling sessions and the quality level were also found to be low.

Play and Education Program Development Based on the Instructional Systems Development (교수체제개발에 기초한 놀이교육 프로그램 개발)

  • Park, Hye-Jin;Kim, Kwi-Ok;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.19-27
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    • 2019
  • The purpose of this study is to develop play education programs based on the instructional systems development (ISD). To achieve the goal, play education programs for elementary school students were developed based on the ADDIE model. Internal researchers, teaching design experts, and subject matter expert reviewed, modified, and developed play and education programs having three modules: design and scheduling, making a model, and preparing an exhibition. Students set up a program to realize the play space they want through collaboration with their peers. The program was applied to fifth grade elementary school students in Chungju for verification of the play and education program. At the end of the play education program, the FGI was conducted on 13 students to measure the overall value of the play education program, including its sustainability. Through these processes, we drew the effects and implications of the play education program and presented future research directions of play education and projects for elementary school students.

A Study on the Policy Direction of the Life-style SOC Project Using School Idle Facilities - Focusing on the Use of Idle Classes and Closed Schools in Japan - (학교 유휴시설 활용 생활형SOC사업 정책 방향 연구 - 일본 유휴교실 및 폐교 활용을 중심으로 -)

  • Lee, Jae-Rim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.4
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    • pp.1-14
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    • 2020
  • This study is to make suggestions on the type and operation of community life SOC projects suitable for the use of idle facilities in elementary and secondary schools. To this end, we analyzed the types and operation of desirable utilization facilities according to regional characteristics through the analysis of cases utilizing Japanese idle classrooms and closed schools. As a result of the study, in areas with excellent accessibility to residents such as old downtowns and towns, libraries, entrepreneurship counseling and exhibition spaces, and lifelong education centers were desirable as part of the residents' convenience facilities. It was found that the facilities that could be used with families, such as an experiential training center, were being utilized.

The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.