• Title/Summary/Keyword: digital history

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A Study on the change process of museum building and exhibit space (박물관건축과 전시공간의 변천과정에 관한 연구)

  • Kwon, Soon-Kwan;Kwon, Hyuk-Jin
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.1
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    • pp.15-23
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    • 2012
  • Museums in Korea have a long history of 100 years. It is not too much to say, though, that in fact, they in the history have lasted only for 20 to 30 years. Daejeon World Expo in 1993 and the foundation of local governments in 1995 not only played an important role in the growth of museums, but also affected the spatial development in terms of architecture and exhibition. Based on the theoretical background of museums' historical, formative, and exhibition-spatial changes, this study grasps the changes in public museums established during the last 20 to 30 years, and analyzes the changing roles of museums in the future. The preliminary study shows that the formative and spatial changes of museums partially resulted from the changes in visitors' pattern. Besides, as a result of the utilization of PEST Analysis, a macroscopic competition analysis method, it turned out that the construction of public museums in Korea was promoted with in mind the political and social significance after the establishment of the autonomous government. For unique museums to be established in local regions, it is necessary to proceed with a consistent investigation on museums in various perspectives rather than merely relying on the administrative exhibition services led by the organizations.

A Study on the Archiving of Digital Games with Media Archaeological View (디지털 게임의 아카이빙과 미디어 고고학적 접근)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.77-88
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    • 2015
  • This paper made a comparative study on domestic and international game archives that preserve and study the history of games. Based on that, it suggests the structure to classify and build a database to establish a history museum of games. The objective to gather and preserve history of games is mainly in order to build a baseline for ludology studies, but not solely for that reason. This study proposes the series of procedures of gathering, preserving, classifying, displaying and referencing digital games according to the academic field of Media Archaeology.

Development of experiment technology for assessment of shotcrete lining long-term degradation in tunnels (터널 숏크리트 라이닝의 장기 내구성 평가를 위한 실험기법 개발)

  • Lim, Jong-Jin;Shin, Hyu-Soung;Bae, Gyu-Jin
    • Proceedings of the Korean Geotechical Society Conference
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    • 2005.03a
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    • pp.439-444
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    • 2005
  • Shotcrete lining is likely to be deteriorated due to the ground water which the lining is exposed to. Some tunnel collapses seemed to be affected by shotcrete degradation were reported. But there isn't any assessment method of shotcret long-term degradation. So, Experimental technology for shotcrete long-term degradation modeling was developed in this study. The shotcrete long-term degradation modeling, developed in other study in Korea Institute of Construction Technology, require the time-history of volume change. Digital strain observation system was used to acquire the time-history of volume change. To verify the Strain Observation Digital System, the measurement using the system was compared to the one using a micrometer. Through this process, The experiment for shotcrete long-term degradation modeling was set up.

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Spatial Data Model of Feature-based Digital Map using UFID (UFID를 이용한 객체기반 수치지도 공간 데이터 모델)

  • Kim, Hyeong-Soo;Kim, Sang-Yeob;Lee, Yang-Koo;Seo, Sung-Bo;Park, Ki-Surk;Ryu, Keun-Ho
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.71-78
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    • 2009
  • A demand on the spatial data management has been rapidly increased with the introduction and diffusion process of ITS, Telematics, and Wireless Sensor Network. And many different users use the digital map that offers various thematic spatial data. Spatial data for digital map can be managed by tile-based and feature-based data. The existing tile-based digital map management systems have difficult problems such as data construction, history management, and update data based on a spatial object. In order to solve these problems, we proposed the data model for feature-based digital map management system for representation of feature-based seamless map, history management, real-time update of spatial data, and analyzed the validity and utility of the proposed model.

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Aesthetic Analysis of Digital Art Using Fashion Illustration Software - Focusing on Alfred Einstein's Theory of Relativity - (디지털아트에 의한 패션일러스트레이션의 소프트웨어 미학 분석 - 아인슈타인의 상대성이론을 중심으로 -)

  • Oh, Eun-Kyung;Kwak, Tai-Gi
    • Journal of the Korean Society of Costume
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    • v.60 no.3
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    • pp.26-43
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    • 2010
  • The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.

Publishment of 『KoKeumDoSeoJipSeong』 ·EuiBoo and its significance (『고금도서집성(古今圖書集成)』 ·의부(醫部)의 편찬(編纂)과 의의(意義))

  • Ahn, Sang Woo
    • The Journal of Korean Medical History
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    • v.15 no.2
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    • pp.59-82
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    • 2002
  • "KoKeumDoSeoJipSeong" EuiBoo that is commonly known as 'EuiBooJeonRok' is a part of "HeumJeongKoKeumDoSeoJipSeong" which was published under Qing empire support and it has a significance in gathering all the results of eastern medicine until 18th century. It contained the best knowledge of the time and considered as the most precious book for two hundred years, but nowadays it is looked away in its value and use. We could prescribe the historical significance this classic medical book has and furthermore, embody the basic knowledge necessary for constructing database by studing compilation and editions. This is the significance the classic "DoSeoJipSeong" has and the significance of the digital EuiBooJipSeong which will be newly shown as a digital knowledge information system.

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Seismic Retrofit and Seismic Performance Evaluation of Existing School Structures Using diagonal, x-shaped, chevron Braces (가새를 사용한 기존 학교건축물의 내진보강 및 내진성능평가)

  • Kim, Dong-Keon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.2
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    • pp.115-121
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    • 2011
  • Occurrence of earthquakes have been increased all over the world and also, magnitude of earthquakes have been larger these days. Earthquake can be happened in Korea and is not a safe country any more. Many buildings are exposed at danger without any alternatives against earthquake in Korea. Among various kinds of buildings, school buildings are very important and urgent, because many students stays at school and young students have some difficulty to evacuate. Also, most existing school buildings in Korea were not designed considering earthquake resistant design codes. Thus, in this study, 3 types of braces were applied for seismic retrofits of existing school buildings using commercial structural analysis software and effective seismic retrofits were evaluated and discussed based on results by time history analysis.

Paradigm Shift of Camera: Part I. Computational Photography (카메라의 패러다임 전환: Part I. 계산 사진학의 태동)

  • Jeong, Kyu-Man
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.23-30
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    • 2009
  • From the beginning of 21st century, digital cameras became popular. In computer graphics community, much re search has been done using photographs taken by digital cameras. This kind of research is categorized as computational photography. The purpose of this paper is to explain the appearance of computational photography in the history of photography. Moreover, the history of photography is explained as a series of paradigm shifts. Based on the analysis, future research directions of computational photography will be given.

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Definition of Digital Twin Models for Prediction of Future Performance of Bridges (교량의 장기성능 예측을 위한 디지털 트윈모델 정의)

  • Shim, Chang-Su;Jeon, Chi Ho;Kang, Hwi Rang;Dang, Ngoc Son;Lon, Sokanya
    • Journal of KIBIM
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    • v.8 no.4
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    • pp.13-22
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    • 2018
  • Future performance prediction of bridges is challenging task for structural engineers. Well-organized information from design, construction and operation stages is essential for the assessment of structures. Digital twin model is a new concept to realize more reliable data platform for management of infrastructures. Damage history including degradation of material, cracking, corrosion, etc. needs to be accumulated in the digital model. The digital model is linked to the analysis model for the assessment of structural performance considering changed mechanical properties of structural components. In this paper, initial definition digital twin model of a PSC-I girder bridge is proposed.

A Research on the Trends in the Development of Digital Content Related to Pets

  • DongHee Choi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.164-169
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    • 2024
  • The history of animals raised by humans began in prehistoric times, and in modern times they were classified as livestock and pets. As social awareness changes, the term 'companion animal' is used instead of 'pet', and related content has also become more diverse. Recently, digital contents such as virtual pet training, memorial space, and AI health diagnosis using metaverse and AI technology are developing. Developed digital content makes pet care convenient and provide emotional support and economic benefits to users. As technology develops and content becomes more diverse, the relationship between pets and humans will become closer in the future, and related laws and ethical guidelines will need to be established.