• Title/Summary/Keyword: Exhibitions space

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A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

A Study of the Characteristics of Contemporary Ceramic Art Exhibition Space design: Taking the Jingdezhen Ceramic University Art Museum as an Example (현대 도예 예술 전시 공간 디자인의 특성 연구: 경덕진 도자기 대학교 미술관을 중심으로)

  • Dong Cheng;Geon-Seok Yang
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.41-54
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    • 2024
  • Contemporary ceramic art as a new art form, how to convey the visual information of contemporary ceramic art works to the audience through the design and display of exhibition space is the primary problem of exhibition space design. Based on the current lack of research on contemporary ceramic art exhibition space design, this study focuses on the characteristics of contemporary ceramic art exhibition space design, in order to achieve the best exhibitions effect of contemporary ceramic art. Firstly, summarize the previous research and examine the "Spirit of Porcelain" -2021 Jingdezhen International Ceramic Art Biennial Exhibition held by the Art Museum of Jingdezhen Ceramic University. From the perspective of human factors engineering, combined with comparative analysis of the overall spatial layout and display space form, the scientific unity of the overall layout of the display space and the flexibility and sustainability of the exhibition space form design are obtained. The theoretical knowledge obtained in this study provides theoretical guidance and important practical significance for the design of contemporary ceramic art exhibition spaces; Simultaneously contributing to the development of contemporary ceramic art exhibition space design in China and even globally.

Landscape Design for Masan Robot Land (마산로봇랜드 조경설계)

  • Yoon, Sung-Yung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.115-125
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    • 2010
  • A theme park is not just a recreational space for leisure activities, but also a place of storytelling as collected around abstract boundaries called themes. These stories are 'a space that tells the meaning' that the visitor is looking for and the Robot Land space offers robots, humans, and nature. This study is a description of the design strategy and content of the work which was elected as a subject of the subsequent rank negotiation of the Masan Robot Land design contest for the selection of a private contractor. The focus of the plan is, first, the organizational power of each space and the delivery power of a theme for the history of revisits, which might be considered depending on whether or not the theme park has been successful in the visitor's mind. Second, it is to actively use the potential of Masan, which is not only the key hub of the mechanical industry but also has beautiful coastal resources. First, they created a space that can flexibly react depending on the user's desire and the change of form, minimizing environmental damage by using a linear metabolism that can provide an amalgam of the elemental characteristics of robots, humans, and nature as motifs. They introduced a planting plan for the admissions square, an existing forest, slope, vacation spot, the inside of a complex, and Eco Island, etc. by utilizing symbolic meaning and adjusting to the spatial characteristics of each space. In addition, they sought a detailed space by setting up zones tailored to the use and character of the subject area, having exhibitions and education about robots, vacation facilities for lodgers, various recreational and commercial facilities, and space for utopian gardens as themes. They planned Masan Robot Land to be a true cultural space that creates mental richness on the basis of not only the economical effects but also local emotion.

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 Forms of Serial Expression in Contemporary Fashion Design (현대 패션디자인의 연속 표현[serial expression]형식에 관한 연구)

  • Kwon, Ja-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.57 no.8
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    • pp.114-124
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    • 2007
  • Contemporary fashion design has been represented as intermedia transcended value and spatiotemporal notion and also had a tendency to concentrate on serial process that materials are transfigured through time rather than existence. These forms related to interaction with time, space and performance as well as compositive genres, hybrid culture, compound gender define as 'serial expression' in this study. The serial expression ran be characterized that system, process, series, enumeration of sequences, depiction of performance, repetition of action in fashion collections and exhibitions of designers. The concept and circumstances made by author as a creator of fashion broaden perceptions of audiences and arouse spectators to participate in the situation as needing immediate attention. The forms of fashion and Conceptual Art in serial expression are analogous and even identical situations represent in fashion collection. Therefore analysis serial forms of art derives formative features: Narrative process, Imitation and Appropriation, Virtual reality and High technology, Hybridism and Convergence. This study suggest a framework to analyze conceptual fashion that give salience to megatrend in contemporary fashion culture on artistic point of view.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

Development of a 3D Virtual Costume Using Geometric Formativeness (기하학적 조형성을 이용한 3D 가상의상 개발)

  • Xu Yi;Minji Kim
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.115-131
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    • 2023
  • The revolution of digital fashion continues along with the development of technology. In particular, after COVID-19, fashion design development, exhibitions, and fashion shows using the metaverse space are being actively developed. In particular, as research on 3D virtual costumes becomes active, creative ideas are needed to develop creative virtual costumes. The purpose of this study is to examine the geometric formative characteristics of constructivism in art and fashion design and to develop 3D virtual works using them. Geometric form is a logical and rational basic form that includes the order of nature as an artistic material that has been constantly studied along with the creation of mankind a long time ago, and it has become a motif of many artworks and fashion. In this paper, we studied the application of the costume design of geometric shapes according to the 3D Clo, virtual-wear production software, and understood the effect of the combination of geometric shapes on costume styling. As the formative characteristics of constructivist art, three types of overlap, asymmetry, and simplicity were derived, and the geometric form was visually simple, clear, and concise. The first work produced virtual costumes that reflected the overlapping elements of constructivism. The second costume was produced by reflecting the asymmetric formative characteristics of constructivism. The third costume was a jacket that applied the simplicity of constructivist art.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

A Study on the Characteristics of the Design Expression in the Exhibition Spaces of the Jewish Museums (유대인 뮤지엄 전시공간의 조형적 표현 특성에 관한 연구)

  • Suh, Swoo Kyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.233-240
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    • 2013
  • Today, museums are designed with specific purposes with themes to raise issues based on themes, history, culture or other special focuses. Among many of these thematic museums, Jewish museums are built around the world in order to let the future generations know the history and dark past memory of the Jewish people. Accordingly, the aim and significance of this study are to analyze the characteristics of design expressions of the museum architecture of Jewish museums done by various architects to help visitors empathize the dark period of the Jews during the holocaust. This particular study will be focused on analyzing 7 museums under the theme of holocaust and Jewish people's life affected because of the tragic event. Spatial organization, exhibition space composition, exhibition techniques such as the exhibition storytelling or scenario and natural light distribution will be analyzed to find expressional characters of Jewish museum's design and how the design form strengthen the museum's purpose. To achieve the aim of the study, targets for the theoretical discussion and case analysis regarding the design approach are discussed in chapter 2, characteristics of the cases are analyzed and synthesized in chapter 3, and finally the conclusion in chapter 4. The study found, that distinctive characters of spatial expression have direct impact on visitor's understanding of the museum purpose and it helps viewers to empathize and to be educated about the situation. Well designed architectural form, spatial organization, choice of materials and colors as well as story telling techniques of the museum will solidify the meaning of the exhibitions inside. Results found in the study will be the guidance for future study on thematic museum planning.

A Study on the Cases and Characteristics of the Furniture Design of Spatial Concept (공간적 개념이 적용된 가구디자인의 사례와 특성에 관한 연구)

  • Kim, Jin-Woo
    • Journal of the Korea Furniture Society
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    • v.19 no.1
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    • pp.44-54
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    • 2008
  • The blur phenomenon, in which the boundaries of fields or roles become vague, has become an important concept of design in the 21st century. In furniture design, the physical boundary between furniture and space and that between space and furniture has been broken down and their meaning tends to be redundant. This concept was begun by a variety of furniture designers who led the trends about 30 years ago. A progressive exhibition titled ${\ulcorner}$Living Tomorrow${\lrcorner}$, which was included in the Koln International Mobelmess from 1968 to 1970, showed that the blur phenomenon in furniture design has never actually been novel. These exhibitions and the works exhibited in the events are still recognized as progressive examples that proposed an avant-garde concept of life. They are in line with the current furniture design based on spatial concepts, which has been created by the blur phenomenon. The purposes of this study are to determine the cases of furniture design that enable the so-called spatial functions beyond the simple functions of seating, use, and display, from those of furniture design and to research their characteristics. In this study, furniture based on spatial concepts means furniture that creates 3D spaces consisting of the floor, walls, and ceiling by the blur phenomenon that occurs from the spaces among these pieces of furniture. The organization of this study is as follows; In Chapter 2, a background on the generation of furniture design based on spatial concepts is described based on the research literature of this socio-cultural phenomena. In Chapter 3, the cases of relevant furniture design redescribed. In Chapter 4, the collected cases are analyzed and their characteristics described. In Chapter 5, Chapter 1 to Chapter 4 are summarized and conclusions are given. In addition, future research is proposed.

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