Journal of the Korean Society of Clothing and Textiles
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v.42
no.5
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pp.809-822
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2018
Fashion brands communicate with consumers through the use of fashion films that are effective in the delivery of the image. This is because digital media (such as fashion films) are popular and accessible as well as effective in attracting people's attention. The reasons why fashion films have become a new fashion media among many others is becuase they are based on an existing platform. This study will examine offline platforms of fashion film: flagship store, fashion exhibition, and fashion show. The offline platform of a fashion film is a physical space where a fashion film can be exhibited and viewed as a medium that can effectively convey fashion film to consumers. As a research method, the concept of an offline platform of fashion film is established based on a literature review of fashion films and platform that is followed by an empirical case study. The study results show that the offline platform of a fashion film is in the progress of turning into an autotelic space where the consumption of such culture as cinema and theater has become possible.
The purpose of this study is to derive the future-oriented characteristics Sonia Delaunay presented at the time based on the identity and modernity shown in her works and diverse activity. The scope of study spans from 1907 to the start of World War II and includes both applied and fine arts, with a focus on textiles and fashion. The research method is a literary study that includes old documents, exhibition booklets, and explanations from museum curators. The visual materials are actual works observed at exhibitions and digital images of various exhibitions. As a result of the research, she was a practitioner who expressed her identity in marriage, artwork, textiles, and fashion. In order to embody her design and express modernity, she showed geometric and modern motifs and she incorporated a sense of bright color and modernized light into her work by following the principle of simultaneous contrast in color. Additionally, she applied Hungarian embroidery techniques to simple materials and created geometric abstraction with her simultaneous colors, which contributed to both originality and the mass production of textile design. The future-oriented characteristics she presented are the dynamism of modern rhythm, the expansion of convergence and collaboration, the innovation of new production and exhibition, the media of consumer society, and the femininity of modern life. She recognized the mass consumer society and mass production of the early 20th century and actively utilized various media and genres to evoke a dynamic sense necessary for modern life and presented a design to be seen as a modern woman.
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.
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.
In the modern era, perceived as the century of culture, the pure meaning of information in various medium is becoming extinct and the distinction between media and reality being faded away. Such phenomenon is called "simulracre". Gilles Deleuze defines "simulracre" as an event that passes by momentarily. To the modern people, the museum should be sublimated into a space that reflects not only the various surroundings but also education and should be a space that can provide diverse experiences. For museum exhibit communication, storytelling is a method that can meet the need of audience and take one step forward in educational and emotion aspect. Considering such relationship, "event" can be an evidence to build a space by establishing relations with subject and determine the meaning of space. First, characteristics of event and requisite and the theoretical view of storytelling will be examined, followed by the analysis of event storytelling by selecting Holocaust Museum which attempted a new approach that has dealt with what is important to the Jews: 'holocaust'. The purpose of this study is to identify how "event", not remaining as an abstract term, is being present in Holocaust Museum with a new spatial perspective, and to provide the public with a different set of thinking and experience.
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.
This is the research on the correlation between the marketing activities conducted by the companies participating in the overseas exhibitions in the exhibition and the satisfaction of the visitors. I have been able to obtain the following findings through the positive research on the satisfaction of the visitors to the overseas exhibitions. The research findings show that the external elements of the participating companies such as 'external appearances of booths, interior facilities and the atmosphere', 'designs of exhibits', 'size of the participating companies', and the publicity elements of the participating companies such as 'the degree of application of mass media', 'prior publicity of the participating companies', etc. among the marketing activities conducted by the participating companies in the exhibition affect the interest and repeat business deals of the visitors. The findings also show that the elements to induce the interest of the visitors such as the booth design and display of products where the participating companies may produce their unique image and the prior publicity to the visitors constitute the important elements of marketing. It has also been revealed that the visitors whose purpose of the visits are to purchase the products and to satisfy their interest in 'the events and contents of the events affect the interest and the repeat business deals of the visitors, among the interest and repeat business deals pursuant to the characteristics of the visitors. It has also been found that the visitors who have recognized the representative brands in the exhibitions affect the interest and the repeat business deals and the visitors who have visited the exhibition several times are more satisfied than the visitors who have visited the exhibition for the first time. The comparative evaluation of the degree of importance of the marketing activities of the participating companies before the visitors' visit to the exhibitions and the degree of satisfaction after their visit reveals degrees of satisfaction in the order of 'the booth staff's professional knowledge of the exhibits', 'foreign language proficiency and their techniques of negotiation and demonstration', 'designs of the exhibits (colors and packaging), 'prior publicity of the participating companies. Such being the case, the companies participating in any of the overseas should maximize the result of their participation in the exhibition by training their staff in the products and foreign languages and through the prior publicity. It has also been found out that "the atmosphere of the booth in the exhibition such as 'launching of new products', 'external appearances of the booth, layout of the interior facilities and the atmosphere and events of the participating companies affect the interest and repeat business deals of the visitors, among the factors for the satisfaction of the visitors. Therefore, it has been proven that the external factors such as the external appearances of the booth, display of the products, launching of new products and events producing the atmosphere of the booth of the participating companies among the marketing activities conducted by the participating companies, and the extent of the training of the booth staff and prior publicity are the major factors affecting the interest and repeat business deals of the visitors.
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.
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.
Ha, Sung-Gyone;Shin, Hyun-Tak;Jung, Tae-Yeol;An, Jong-Bin
Journal of Korean Society of Forest Science
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v.102
no.3
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pp.382-389
/
2013
The present study grasped the operation characteristics and operation management of forest museums in Korea and analyzed satisfaction with the foregoing. In the results of a survey of forest museums' operation characteristics, with regard to groups to which exhibits were helpful, over half of respondents answered that the exhibits were helpful to students and many respondents had an opinion that all age groups should be equally considered as targets of exhibition. Among matters that were considered with regards to forest museums, accessibility showed the highest rate of answers followed by museum programs. The curator was needed for the majority of respondents were exhibits prior to the survey had the highest expectations for the medium. With regard to the operation management of forest museums, the expected value of periodic and extraordinary exhibitions was shown to be high and high and satisfaction was shown by the professionalism of staff. As for matters of forest museums that must be improved, attention should be paid to the development of programs in which users can participate, diverse exhibition media should be developed, and exhibition should be planned to fit the composition of exhibits. As for operation management, since exhibits were repeated every year, environments should be changed by exhibiting new exhibits or otherwise and active methods of improvement should be devised such as the utilization of broadcasting media for public relations.
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