• Title/Summary/Keyword: exhibition production

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The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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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.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

The Analysis and Strengthening Method of Export Competitive Power of Medical Device Industry - With Respect to Medical Device Industry in Gangwon Area (의료기기산업의 수출경쟁력 분석 및 강화방안 -강원지역 의료기기산업을 중심으로-)

  • Lee, Kang-Bin
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.45
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    • pp.191-238
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    • 2010
  • The purpose of this paper is to make research on the trend of the worldwide medical device market, the trend of the medical device market in the major foreign countries, the present status of the medical device industry in Korea and Gangwon area, the present status of export competitive power and the SWOT analysis of competitive power of the medical device industry in Gangwon area, and the strengthening methods of export competitive power of the medical device industry in Gangwon area. As the research method, the questionaire for the strengthening of export competitive power of the medical device industry in Gangwon area was carried out from August 13 to Otober 22, 2009. The worldwide medical device market in 2008 is estimated at USD 210.2 billion, with the United States being the largest market, followed closely by Japan and Western Europe. In 2006, the worldwide export amount of medical devices recorded USD 121.1 billion and the worldwide import amount of medical devices recorded USD 126.3 billion. As of the end of 2008, the number of Korea's medical device manufacturers expanded to 1,726. The production amount of Korea's medical device industry in 2008 recorded 2,525 billion won, and the domestic market volume of medical devices in 2008 recorded 3,618 billion won. Korea's export amount of medical devices in 2008 recorded USD 1,132 million and recorded a 9.67% growth compared to the previous year, and the import amount of medical devices recorded USD 2,123 million and recorded a 1.43% reduction compared to the previous year. As of the end of 2008, the number of Gangwon area's medical device manufacturers expanded to 81. The production amount of Gangwon area's medical industry in 2008 recorded 380 billion won, and Gangwon area's export amount of medical devices recorded USD 269 million and recorded a 0.25% reduction compared to the previous year, and the import amount of medical devices recorded USD 3 million and recorded a 39.63% reduction compared to the previous year. According to the result analysis of the questionaire for the strengthening of export competitive power of medical device industry in Gangwon area(August 13~October 22, 2009), the competing country of the export medical device is the United States being the highest ranking. Comparing to the collective competitive power level 100 of the competing country, the collective competitive level of the export medical device is 60 below and 70-80 below being the highest ranking. Comparing to the quality level 100 of the United States, EU and Japan, the quality level of the export medical device is 80-90 below being the highest ranking. Comparing to the design level 100 of the United States, EU and Japan, the design level of the export medical device is 90-100 below being the highest ranking. Comparing to the technology level 100 of the United States, EU and Japan, the technology level of the export medical device is 80-90 below being the highest ranking. According to the SWOT analysis of competitive power of medical device industry in Gangwon area, the strength is the abundant expert manpower of the medical device in Wonju area. The weakness is the fragility of the brand recognition of the medical device industry. The opportunity is the demand increase of the new medical device owing to the advanced age of population. The threat is the difficulty of entry into overseas market owing to the request of the new specification certification of the medical device. In order to strengthen the export competitive power of the medical device industry in Gangwon area, the following measures should be taken by the government, local self-government body, related organization and medical device industry : the development of new technology and design, the enhancement of brand recognition. the acquisition of the foreign specification certification, the building of overseas distribution channel and after sales service channel, the positive participation in overseas medical device exhibition and opening of medical device exhibition, the training of expert manpower, the strengthening of overseas marketing, and the application of FTA and the establishment of counter measures against FTA. In conclusion, the medical device industry in Gangwon area has the difficulty in the entry into the overseas market owing to the shortage of overseas marketing capability. Therefore, the government and local self-government body should make the intensive and systematical support for overseas marketing of the medical device industry. For the support of overseas marketing, the government and local self-government body should provide positively the support of expenses for the acquisition of foreign specification certification, the support of participation in the overseas medical device exhibition, the despatch of market development mission, the increase of the support amount for R&D investment fund, and the training of expert manpower of medical devices.

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The Way of Connecting to Tradition through Content (콘텐츠를 통해 전통을 잇는 방식 - 단원미술관 전시사례를 중심으로)

  • Kim, Sangmi
    • Trans-
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    • v.9
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    • pp.17-36
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    • 2020
  • This study is aimed at discussing the possibility of content production, utilization and expansion, focusing on the exhibition case of Danwon Art Museum run by Ansan Cultural Foundation. In 1991, the Ministry of Culture, Sports and Tourism named Ansan as the City of Danwon since it is believed to be the hometown of Danwon Kim Hong-do (1745~?), a painter of the late Joseon Dynasty and a well-known master of genre painting. As a result, Ansan is making various efforts to utilize Danwon Kim Hong-do for its unique resource through internal and external business such as the creation of Danwon Sculpture Park, the operation of Danwon Art Museum, and the planning of Danwon Kim Hong-do Festival. However, the biggest problem with Ansan is that there are not many collections of Kim Hong-do. Ansan has owned a total of six works as of May this year: a deer and a boy, flowers and a bird, A view of clouds on the water, Daegwallyeong, Yeodongbin, A way to Singwangsa. Accordingly, Danwon Contents Center has set up a vision to systematically collect, preserve, and display various visual and artistic materials related to Kim Hong-do, offering high-quality information based on digital data. In other words, it is a complex cultural information agency of One-Source Multi-Use, which combines the functions of libraries, archives and art galleries so that visitors' desire is satisfied. It reflects the contemporary trend of overcoming the limitations of the ancient paintings and satisfying the role and function of the art museum. From the opening of the Danwon Contents Hall, the original work of Kim Hong-do has been interpreted and produced as media contents or recreated as a new form of art by modern artists. Exhibition using technologies such as touch screen and 'deep zoom' helps visitors to heighten their experience of the archives and get inside the world of the genius painter.

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A Study on Visual Merchandising strategy of fashion store -Focused on the plan for the Multiple brand shop- (패션전문점의 비쥬얼 머천다이징 (Visual merchandising) 전략에 관한 연구 -멀티브랜드 매장을 중심으로-)

  • 장규순
    • Korean Institute of Interior Design Journal
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    • no.21
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    • pp.54-61
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    • 1999
  • The Fashion Distribution Business (FDB) is thriving to such an extent that the current period is called "The Era of Fashion." This FDB shows tendencies towards specialzation, globalization and expansion. The domestic FDB has been rapidly globalizing, and thus it is time for us to recognize that the fashion business has grown beyond its former role as a production-oriented retail business to include multiple new roles. This strategy to plant Store Identity on customers is just a Visual Merchandising (VMD) Strategy. That is, a strategy to visualize the Product Planning, which can be called a Complex Visual Expressing Technical System that classifies and arranges products in order to be easily seen, chosen, and bought through exhibition and arrangement. My aim is to break away from the conept that has been focused only on display division and to present product scheme correctly and to establish a VMD Plan which can also contribute to sales promotion by providing infirmation and arranging Store Display efficiently for customers. Additionally, this is aimed to present an efficient and sensitive design process.esign process.

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A Study on Localized Modernism of the Case Study Houses (케이스 스터디 하우스의 지역화된 모더니즘에 관한 연구)

  • Seo, Kyu-Duhk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4310-4318
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    • 2012
  • The case study house program has been researched as an example of residential architecture exhibition which represents the industrialized modernism influenced by europe architecture for having characteristics of modular system for mass production, technical experiments and universal space. This study analyzes the case study houses from a localized modernism point of view and defines the characteristics of them as various refracted site plan, intergrated interior and exterior space and various regional material use.

Implementation of Spatial Augmented Reality Using Fog Screen (포그 스크린을 이용한 공간증강현실(SAR) 구현)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.43-54
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    • 2019
  • In this paper, we review the applicability of fog screen to implement 'Spatial Augmented Reality' which displays the image on the whole space of real space or in real space by separating display equipment and user, in contrast to the traditional Augmented Reality. Through three exhibitions and one performance, we confirmed t hat the fog screen, which can be passed through, is a suitable material for implementing the Spatial Augment ed Reality. We found that the hologram production was easier than before because of fog screen. Through the questionnaire survey conducted on performers along with the exhibition, we found that only about half of people know what a fog screen is, and about 10% of the total respondents saw the fog screen. In order to investigate the effect of fog screen on the surrounding space, we conducted an experiment to observe the change of humidity according to the time and distance in the Children's Culture Center of the Asian Culture Center. We found that the humidity within a radius of 5m around the fog screen could increase by 2~3%($6,400m^3$ standard). Thus we provided some safety requirement with fog screen when works made of materials vulnerable to moisture such as paint, paper, and wood are exhibited at the same time with fog screen in the exhibition hall.

A Study on Application of Archival Information Services Based on Metaverse (메타버스 기반 기록정보서비스 적용 방안 연구)

  • Kim, Hyunjin;Yim, Jinhee
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.119-153
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    • 2022
  • Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.

Digital Restoration of Missing Parts and Production of Three-dimensional Printed Replicas the Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, Korea (예산 화전리 석조사면불상의 결손부 디지털 복원 및 3차원 프린팅 복제모형 제작)

  • Lee Seungjun;Jo Younghoon;Kim Jiho;Cho Hyosik
    • Conservation Science in Museum
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    • v.29
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    • pp.99-110
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    • 2023
  • The stone fragments that are missing from the stone cultural heritage have limited use beyond being directly fitted to identify their original position, as they are relatively heavy and bulky, and there is the further risk of secondary physical damage during manual work. Therefore, in this study, morphological relationships between the missing parts and the stone fragments were identified through digital restoration, and a three-dimensional (3D) printed replica was created for use at the exhibition for Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, where 72 stone fragments had been excavated together. First, for the digital restoration, stone fragments of similar shapes were selected after the coordinates of the 3D scanning model were aligned in virtual space. In addition, the stone fragments were printed using a 3D printer to check whether they were physically related to the missing parts. Thus, the original positions of a total of nine stone fragments were identified. To utilize these research results in the exhibition, a 1:1 replica of the Stone Buddhas in Four Directions was produced using 3D printing technology, and the nine stone fragments were also restored to their original positions. The digital technology used in this study is of great importance in that it not only made up for the limitations of the direct manual method but also suggested the possibility of expanding its application to the fields of documentation, restoration, and replication of similar cultural heritage.