Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.513-523
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2020
This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.
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.
Small-scale effects of sand mining on macrobenthic communities have been reported previously. However, little information is available as to how dredging affects the macrobenthic community structure. The objective of this study was to determine the impacts of large-scale exhibition dredging on the macrobenthic community of Gyeonggi Bay, Korea, where sand mining has continued for 20 years. Prior to dredging, the macrobenthic species composition was similar to that of areas near the dredging site, with several common dominant species found before dredging. After dredging, the number of species, density, and diversity (H') in the experimental area (sites 0 and 1) decreased significantly, but no difference was observed at other sites. Multivariate analysis (multidimensional scaling) revealed significant differences in community structure before and after dredging. The amphipod Urothoe grimaldii japonica, which was the most dominant species at sites 0,1, and 2, decreased rapidly at sites 0 and 1 after dredging, but no difference was observed at site 2. In addition, the index of multivariate dispersion (IMD) and the relative IMD (r. IMD) were large at sites 0 and 1, suggesting that the effects of dredging were direct at site 0 and 1, but indirect at site 2. The macrobenthic communities at sites 3 and 4 were not affected by dredging, but they were affected by physical conditions and biological interactions. We suggest that benthic biotope indices such as the IMD and r.IMD may constitute a valid tool for assessing the effects of dredging on the macrobenthic community; long-term monitoring is required to verify this.
Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.
Woo-Suk Hwang Jong-Ha(友石, 黃宗河 1887-1952), Woo-Chung Hwang Sung-Ha (又淸, 黃成河, 1891-1965), Gook-In Hwang Kyung-Ha (菊人, 黃敬河, 1895-?) and Mi-San Hwang Yong-Ha(美山 黃庸河, 1899-?) were not only renowned writers and painters but also brothers spaced four years apart The Hwang brothers were not specially trained by educational institutions, but studied on their own, relying on picture books from China and the artpieces of masters. Even though brothers each born only four years from the next, they preferred different techniques, and the subjects they were proficient at drawing were all different to some extent: Tiger Painting by Hwang Jong-Ha, Finger Painting by Hwang Sung-Ha, Ginseng Painting by Hwang Kyung-Ha and Painting of Four Gracious Plants (plum, orchid, chrysanthemum, bamboo) by Hwang Yong-Ha are an example of this. They also showed differences in their manner of holding various exhibitions. They did, however, forge strong familial ties by holding the Exhibition by Four Brothers or by producing joint paintings. In particular, they established an art school called the Song-Do Society for the Research of Writings and Paintings in Gaesung, North Korea as a means to nurture young artists and to offer opportunities to introduce their own artwork. They were both friends and artists, as they spent their childhood together and share their thoughts and hobbies as well as their own individual and unique works of art. Moreover, they went the through ups and downs of Korean history from the end of the Joseon Dynasty through the Japanese occupation however, they strove to keep the tradition of Korean paintings alive, and even persevered in writing and drawing countless artwork with paper, brush and Chinese ink until the day they each died.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.3
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pp.71-80
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2019
The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.
Aside from enriching spirituality, religiously-themed museums play a crucial role in resolving conflicts among the nations peripherally or various cultural groups in a broad sense. Relatively speaking, Korea has achieved a peaceful multi-religious society, yet the 2019 pandemic caused certain religious conflicts to surface or perhaps resurface. Since the 2000, due to the increasing number of migrants, there has been increasing awareness of the need to accommodating even greater levels of religious diversity. Accordingly, this study aims to apprehend various educational programs and exhibitions that have been developed by St. Mungo's Museum of Religious Life and Art, the State Museum of the History of Religion, and the Museum of World Religions in multi-ethnic societies such as the UK, Russia, and Taiwan. Therein, it will be determined how these museums contribute to mutual understanding and interaction and this research will suggest the development of a religiously-themed museum capable of resolving a number of social conflicts and enriching the diversity of its nation.
This study investigated to describe how the nature of science is revealed in the four natural history museums in Korea. Natural history museums are well considered as informal settings of education, and the nature of science has been one of major topics stressed in science education. Therefore, the revelation of this topic is supposedly reflected in developing museum exhibitions. In each of the four target natural history museum or natural history exhibition, the representative exhibits subtitled by scientific inquiry and cases dealing with history of science were selected for the study. The analyzing exhibits focused on whether exhibitions were labeled with emphasis on declarative description or interpretative one. In analyzing the contents, the focus was on the concerns of scientists, scientific community, social and cultural aspects, uncertainty of scientific knowledge, and providing sufficient evidences. All things considered, it was hard to conclude that every target exhibit clearly considered the nature of science as an essential element, in designing and developing their exhibitions. More deliberate input of nature of science is suggested for worldly renowned natural history museums, because previous researches keep insisting that the nature of science would be more efficiently achieved in an informal educational setting rather than in classrooms.
Behavioural estrus and short estrous cycles were observed and serum concentrations of estradiol-17$\beta$(E2) before and after of estrous were measured following superovulation treatments in 30 pluriparous Korean native goats. The goats were divided into 2 groups. Fifteen goats were injected IM with 1,000IU PMSG on Day 12 of the estrous cycle followed by 10mg PGF2$\alpha$ 48h later(P4+PMSG), and the other 15 goats were injected IM with 10mg progesterone(P4)in oil once daily for 10d beginning at any days of estrous cycle followed by 1,000IU PMSG and 10mg PGF2$\alpha$ at the 8th day of progesterone treatment(P4+PMSG group). After injection of PGF2$\alpha$, onset of standing estrus occurred in 12 of 15 goats(80.0%) at 50.0$\pm$7.7h and in 11 of 15 goats(73.3%) at 135.6$\pm$10.1h in PMSG and group and P4+PMSG group, respectively. The mean interval from PGF2$\alpha$ injection to first estrus was significantly(P<0.01) earlier in PMSG group than in P4+PMSG group. This result indicate that the delayed infusion of P4 in P4+PMSG group caused the later exhibition of their estrous behaviors. However, duration fo frist estrus(31.5$\pm$2.6h vs 26.2$\pm$2.3h), length of estrous cycle(14.1$\pm$3.3d vs 16.6$\pm$3.8d) and percentage of short estrous cycle(50.0% vs 45.5%) were not different between PMSG and P4+PMSG group. The mean concentration of serum E2 in 4 goats showing normal estrous cycle in P4+PMSG group(PP-NEC) was higher than in 6 goats showing normal(P-NEC) or in 6 goats showing short estrous cycle(P-SEC) in PMSG group. The peak level of serum E2 was observed at the time of onset of standing estrus in PP-NEC(67.6pg/ml), 6h earlier in P-NEC(53.1pg/ml) and 6h later in P-SEC(52.3pg/ml) than the onset of standing estrus. The profiles of serum concentration of E2 during the period of peri-estrus was similar in the goats of PMSG or P4+PMSG and also in the goats showing the subsequent estrous cycle of normal or short length.
This study was conducted to suggest alternatives for the effective use of national park visitor centers, by evaluating their functionality. Visitor centers in Naejangsan National Park and Pukhansan National Park, which are deliberately composed and managed, were investigated for this purpose. First, I clarified the concept, function and type of a visitor center through literature review, and then, analyzed visitors' post-visiting evaluation based on McManus's Communication Theory. The results of the analysis shows that visitors have not enough time to understand the contents of visitor centers, and facilities and guide sign system to support visitors are insufficient, which seem to disturb the proper communication between visitors and exhibits. Visitors' short visiting time caused by their little interest in exhibits and their low degree of understanding show the difficulties in the communication between visitors and exhibits. The following alternatives are suggested to improve these problems: first, the improvement of the guide sign system; second, the provision of exhibition rooms specialized for different visitor groups; third, the display of exhibits connected with visitors' experiences; Forth, the utilization of various media proper for each subject.
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