• Title/Summary/Keyword: Interactive Exhibition

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A Study on the Contextual Layout Process of Exhibit Space With a Focus on the expo Comm Wireless Korea '99-KT Pavilion (전시공간 맥락화 구성 프로세스 사례연구 expo Comm Wireless Korea '99 -한국통신관을 중심으로)

  • 김준호
    • Archives of design research
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    • v.13 no.1
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    • pp.121-130
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    • 2000
  • This study can be expressed by gathered and formed into the exhibition space's structure practical progress/ application. For the one model of fascinating exhibition's space thru inter-space's pertinent adjustment, production between spactator and exhibition constituent on an exhibition story-line, I adjusted the focus to follow mentioned methods systematically for the example; An exhibition space is completed to be very impressive and attractive space by proper adjustment and production of M-M/C interface in exhibition storyline. Quantity space is transfered into quality space through the transmission of an exhibition which can be define as the point of an exhibition structure. And also could de transferd into a bodily sensation space that inherent full of interactive constituent. Changeable exhibition constituents (exhibition item and text) that sporadically expatiated (not trimed, the original form) in the process of an exhibition structure draw much higer quality of the optimal solution in optimize process which is given when aggregate again to contextual flow of synthetic exhibition scenario. Reconstruction of individual exhibition constituents to the new story, that is, transference of exhibition text to exhibition context is inspirit to an exhibition by maximize the exhibition effect in connection can be systematized through carrying out an outcentripetalpart. However, since pattern of an exhibition structure that consequtively meet variety spacetime of an exhibittion environmental can't be exist, this study presents centralizing the exhibition plan of Korea communication pavilion of the annual Expo Comm Wireress Korea, sustained process from design proposal, research and analysis to synthesis, development, transmission and management to an example of an applying crystallization.

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

Analysis of Indoor Localization Technology for Exhibition Services and Application Method of VLC/RF Converged Localization (전시 서비스를 위한 실내 측위 기술 분석 및 VLC/RF 결합 측위 적용 방안)

  • Kim, Ki-Yun;Lee, Min-Woo;Cha, Jae-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.1
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    • pp.217-225
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    • 2015
  • Recently, as the supply of smart phone is spreading and the exhibition industries are rapidly growing, future exhibitions are evolving toward active, customized, interactive, tangible services, which can give more satisfaction to visitors. To realize this services, the indoor localization in the exhibition of visitors is very important and according to the accuracy of localization the quality of services for exhibition are also different. In this paper, state-of-the art indoor localization techniques are investigated and new localization method are proposed. To achieve this goal, future exhibition service types are proposed, which are connected with IT technology. And also, BLE(Bluetooth Low Energy) technology including comparison of specifications and representative localization technologies are analysed. Furthermore we performed comparison study and simulation between RF and VLC channels. Finally based on this, we proposed converged VLC and RF(Wi-Fi and BLE) localization technique for exhibition.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Digital Media Application in Museum (박물관 전시에서의 디지털 매체 적용에 관한 고찰 -서울시립대학교 기획전시를 중심으로-)

  • Eo, Il-Seon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.212-219
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    • 2010
  • Modern museum, along with the basic roles of a museum that display to the public through the exhibition of physical evidences that collected, preserved and researched about human environment, it is changing in a way to appropriately fulfill the desire of new culture of the public and to fit the paradigm of the digital era. Diversification of expression method using multimedia played a big role in effective meaning delivery and technology development made possible for interaction-able of digital media build up and application to made possible of interactive communication for visitors. If the main purpose of the past museum exhibition was the delivery of information and knowledge, modern museum's exhibit has been identified as the purpose being diversified through the use of digital media. Exhibition planner, as for museum exhibition that used many characteristics of the digital media as mentioned above, should plan so that past unfamiliar relic can communicate with us living in the modern society. But obsessive usage of the digital media should not shade the interest of the visitors towards the relic in overall exhibition; and what is most important is that other than the exhibition and exhibit, enforcement of translation through systematic coherent approach and its appropriate digital technology and creative application and harmony are more important.

Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm (2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발)

  • Choi, Tea Jun;Lee, Heeman;Kim, Jeong Ho;Kim, Eung Soo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.

A Study for Classification of Types about Museum Exhibition Medium in View of Information Design (정보디자인의 관점에서 본 박물관 전시매체의 유형분류에 관한 연구)

  • Kim Kyung-Mi
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.252-259
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    • 2005
  • A modern museum has been changed from a passive place for simply exhibiting arts and antique collections to an interactive place for learning and experiencing culture and information. Such a functional change of the modern museum requires not only reorganizing fundamental characteristics of the modern museum, but also reforming organization of management teams, changing attitudes of staffs and assigning new roles to staffs for accepting the new thought and approach of visitors. That is, the function of the modem museum is not limited to collect arts and antique collections. The fundamental change of the modern museum further requires using the collections as a tool or a medium to provide a cultural exchange between the visitors and the museum, and to give new experience and information to the visitors. After proposing discussion that ' how, what, who is related to the museum? ', the way of thinking the museum is changed from ' collection ' to ' communication '. The change of the modern museum improves an educational role of the museum, and makes the museum as a communicator exchanging information and experience with visitors. In the last analysis, the modern museum is not just an exhibition medium that simply transfers information of the exhibition mediums to public. The modem museum is also a communication medium in order to collect information and transfer the collected information to the visitors. That is, the modern museum should provide various exhibition and communication mediums to the visitors for exchanging information and cultural experience. Therefore, the modern museum requires additional functions processing information suitable to the present environment and level of the museum, and transferring the information to public.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.