• Title/Summary/Keyword: Media Exhibition Content

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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.

A Study on the Interest of SNS Users according to New Media Fashion Content Types -Focus on Vogue Korea's Official Instagram- (뉴미디어 패션 콘텐츠 유형에 따른 사용자의 SNS 관심도 연구 -보그 코리아 공식 인스타그램 중심으로-)

  • Lee, Chungsun;Lee, Seunghee
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.75-87
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    • 2020
  • The purpose of this study is to find trends in new media fashion content by analyzing the fashion content of the official Instagram accounts of domestic fashion magazines that are being transformed by digital media. The framework for these analysis of fashion content type and methods of production is based on one used in an earlier research project. Empirical analysis is conducted on Vogue Korea's official Instagram accounts, using the highest number of major views as the secondary measure of interest. After screening for fashion content in posts on the Vogue Korea account for four months, 291 short video postings were extracted to analyze the number of views the postings received. The results were categorized as 'star', 'show/exhibition', 'product', 'shop', 'fashion film', 'designer', or 'event', included in the data are the number of postings by type and the number of views by post. Based on the characteristics of the creator and the editing, the posts were classified into 'professional production highlight', 'professional production private', 'UCC' or 'GIF' videos, the number of views per post were also collected. The research results show different levels of interest depending on the type of fashion content, and also on the way the videos were produced. The study also investigated how the combination of these two factors affects interest. When producing a new media fashion content, combining a 'star' type post with 'professional production private' video content was most popular. The selection of production method is therefore important even given the same type of content.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone' (얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로)

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.

A study on the application of virtual reality technology to exhibition space (가상현실 기술의 전시 공간 적용에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1585-1591
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    • 2017
  • In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.

School Earth Science Curriculum Reflected in Exhibits and an Educational Analysis of Exhibition Methods: Cases of Natural History Museums in the U.S. (자연사 박물관 전시물의 학교 지구과학 교육과정 반영 정도와 전시 방법의 교육적 분석: 미국의 사례를 중심으로)

  • Kim, Chan-Jong;Shin, Myeong-Kyeong;Lee, Chang-Zin;Cha, Hyun-Jeong
    • Journal of the Korean earth science society
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    • v.27 no.2
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    • pp.130-139
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    • 2006
  • Natural history museums used to be called an "informal learning institute". It is based on the assumption that their exhibition and exhibits are supposed to reflect school science curriculum and support school science programs. This study is to explore how this assumption is verified in terms of content-wise connections between school science and museum exhibits. In this study, 461 Earth Science related exhibits were selected from the Smithonian Museums and the American Museum of Natural History in the U.S. and analyzed with several instruments. The instrument targeting on Earth Science curriculum was framed based on the Third International Mathematics and Science Study (1993) and the National Science Curriculum Standards (1996). Other than content-wise connections, this study investigated exhibition characteristics related to better learning of science: these characteristics were types of activities, exhibition media, exhibition technology, and presentation methods. The nature of science shown in exhibits were examined as well. Natural history museums were reconsidered for their relevance and potential as informal educational venues from this study.

A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
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    • v.13 no.1
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    • pp.86-100
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    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.