• Title/Summary/Keyword: Virtual Reality-based Museum

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A Study on the Virtual Reality-based Museums : Exhibition Characteristics and Possibilities of Utilization (가상현실 기반 박물관의 전시특성 및 활용 가능성 연구 -세컨드라이프 내 박물관을 중심으로)

  • Son, Hee-Joo;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.862-867
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    • 2009
  • The development of internet has changed the realm of life from off-line to on-line, causing not only the overall change in society but also urgently demanding change in the basic concept of museum. Virtual Museums have appeared in line with such changes, and they utilize space regardless of real time and space unlike the traditional museums that collected and preserved works for exhibition in physical space thereby playing a role of catalyst for exhibition in virtual space and for direct exchange with the public. Through relevant literatures and case studies, the present research particularly investigated the exhibition characteristics of virtual reality-based museums out of all types of cyber museum, in an effort to make a comparison with those of offline museums, and eventually to suggest a direction of virtual reality museums that would be established in the future and to consider the possibilities of utilizing them.

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Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

A Case Study on Virtual Reality-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museums (가상현실 기반의 과학관 전시물 사례 연구 - 한국, 홍콩, 일본 과학관을 중심으로 -)

  • Lee, Juyeon;Jang, Shinho
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.107-128
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    • 2020
  • In this study, the present state and characteristics of VR exhibits currently exhibited in Korea, Hong Kong, and Japan were studied to derive the improvements in the domestic VR exhibits. The previous literatures on VR exhibits at Science Museum were reviewed and online and offline data were collected, analyzed and compared. As the result of the study, VR exhibits at Science Museum in Korea turned out to focus on interest and fun rather than containing scientific content, and exhibits aimed at recreational play and physical activity. The Hong Kong Science Museum VR exhibits are more physically targeted exhibits than the cognitive target exhibits. In addition, at the Japanese Science Museum, there are many exhibits aimed at the physical target exhibits. As the result of classifying VR exhibits into the similar types, it was possible to derive them into four characteristics. The implications for future KOREA VR museum exhibitions were discussed.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Implementation of Selective Mapping Billboard for Production of Image-based 3D Virtual Reality (실사기반의 3차원 가상현실 제작을 위한 선택적 맵핑 방식의 빌보드 구현)

  • Ahn, Eun-Young;Kim, Jae-Won
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.601-608
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    • 2010
  • This investigation proposes a new method to overcome disadvantages of panorama VR that is oriented toward spacial information and Object VR that is oriented toward object itself and consequently to make 3D virtual reality (VR) contents efficiently by using image based approach. 3D VR contents provide satisfactory qualities to users but 3D modeling is complex and elaborative and requires high cost. So, this paper aims at reducing tremendous efforts for making 3D VR by substituting 3D modeling with 'advanced Billboard'(we call it Smart Billboard). Smart Billboard has a mechanism for selecting an adequate mapping image that is observable at each user viewpoint and carry on texture mapping into the Billboard. And it is validated with the practical embodiments of a virtual museum in which the exhibitions are prepared by Smart Billboard.

Embodiment of virtual museum using integrated interactive medium (인터렉티브 미디어의 통합적 활용을 통한 가상 박물관의 구현)

  • Rue, In-Young;Song, Keun-Tae;Kim, Jae-Won;Ahn, Eun-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.97-102
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    • 2008
  • The present investigation is concerned with the embodiment of virtual museum offering effective interaction with user. In real museum, we mainly get text-based information and we can't operate ancient relics as well. Nowadays there are various information service system about untouchable articles in the museum on the WEB, but each medium presents rather individual and unilateral information than useful and integrated one. This paper aims at the embodiment of virtual museum makes up for the weak points of the previous services. This cyberspace provides user with free viewpoint and navigation utilities and additional information for the corresponding 3D relics effectively.

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A study on Web-based Video Panoramic Virtual Reality for Hose Cyber Shell Museum (비디오 파노라마 가상현실을 기반으로 하는 호서 사이버 패류 박물관의 연구)

  • Hong, Sung-Soo;khan, Irfan;Kim, Chang-ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1468-1471
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    • 2012
  • It is always a dream to recreate the experience of a particular place, the Panorama Virtual Reality has been interpreted as a kind of technology to create virtual environments and the ability to maneuver angle for and select the path of view in a dynamic scene. In this paper we examined an efficient algorithm for Image registration and stitching of captured imaged from a video stream. Two approaches are studied in this paper. First, dynamic programming is used to spot the ideal key points, match these points to merge adjacent images together, later image blending is use for smooth color transitions. In second approach, FAST and SURF detection are used to find distinct features in the images and a nearest neighbor algorithm is used to match corresponding features, estimate homography with matched key points using RANSAC. The paper also covers the automatically choosing (recognizing, comparing) images to stitching method.

Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1246-1251
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    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

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Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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A proposed image stitching method for web-based panoramic virtual reality for Hoseo Cyber Museum (호서 사이버 박물관: 웹기반의 파노라마 비디오 가상현실에 대한 효율적인 이미지 스티칭 알고리즘)

  • Khan, Irfan;Soo, Hong Song
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.893-898
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    • 2013
  • It is always a dream to recreate the experience of a particular place, the Panorama Virtual Reality has been interpreted as a kind of technology to create virtual environments and the ability to maneuver angle for and select the path of view in a dynamic scene. In this paper we examined an efficient method for Image registration and stitching of captured imaged. Two approaches are studied in this paper. First, dynamic programming is used to spot the ideal key points, match these points to merge adjacent images together, later image blending is used for smooth color transitions. In second approach, FAST and SURF detection are used to find distinct features in the images and nearest neighbor algorithm is used to match corresponding features, estimate homography with matched key points using RANSAC. The paper also covers the automatically choosing (recognizing, comparing) images to stitching method.