• Title/Summary/Keyword: the exhibition

Search Result 1,503, Processing Time 0.023 seconds

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.4
    • /
    • pp.48-56
    • /
    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

  • PDF

Can Rubbish Become Art?: David Hammons's 'Homeless' Art (쓰레기도 예술이 되나요?: 데이비드 해몬즈의 '홈리스' 아트)

  • Rhee, Jieun
    • The Journal of Art Theory & Practice
    • /
    • no.15
    • /
    • pp.31-49
    • /
    • 2013
  • This paper delves into the recent 'paintings' of African-American artist David Hammons, which combine rubbish-like plastic wraps with the abstract-expressionist style paintings. In straddling between rubbish and art object, his works tend to blur the boundary drawn between two opposite categories in value, art and garbage, provoking the sophisticated taste of Upper-East-side white community in Manhattan, New York. Choosing the venue of his exhibition at a commercial gallery, Hammons's creative efforts is also a critique of what can be seen as the dominance of abstract expressionism and white elitism in American art history. The artist is known for his use of unconventional materials in art making such as black hair, barbecue bones, and elephant droppings, ones that are often associated with African-American experiences in all different levels. Since his debut in the art scene in the 1970s, Hammons has pursued the view of art-making as a medium for provoking contentious issues of racial relations in the States. On the other hand, the reception of Hammons's work as African-American art can be potentially quite limiting, overlooking as it does multi-faceted meanings of his art practice. His unconventional approach to art often took him outside art galleries and museums, where he was seen using a variety of common materials for site-specific installations and performances. Staged in different parts of Manhattan, these acts of art making traverse seemingly opposite communities and cultures, often blurring their boundaries. Hammons's artistic practice can label him what Abdul Jan Mohamed calls "specular border intellectual", revealing as it does the symbiosis of binary oppositions that is basic to the experience of communnal living.

  • PDF

Delay Spread Measurement and Analysis in 3 GHz and 6 GHz Indoor Environments (3 GHz, 6 GHz 실내 환경의 지연 확산 측정 및 분석)

  • Lee, Seong-Hun;Lee, Hwa-Choon;Cho, Byung-Lok
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.15 no.1
    • /
    • pp.15-20
    • /
    • 2020
  • In this paper, delay diffusion for exhibition hall and conference room was measured and analyzed in the indoor environment of the building. Scenarios for the indoor environment of the two buildings were written. also, the system configuration and measurement methods were conducted under the same conditions. The measurement conditions were set to 3 GHz and 6 GHz of center frequencies and analysis band selected 2 GHz. The measurement system consisted of vector network analyzer, power amplifier, omni-directional transmit and receive antenna, and transmission line. According to the indoor environment scenario of the two buildings, the location of the receiving antenna was divided into three zones based on the location of the transmitting antenna and this was measured at 1 m intervals according to 18 locations. The power delay profiles, RMS delay spread, and K-factor results of two buildings were compared and analyzed.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.4
    • /
    • pp.755-762
    • /
    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Patterns of Observation Type of Elementary Science-gifted Students in Visit Activities of the Science Museum (과학박물관 탐방활동에서 나타난 초등 과학 영재 학생들의 관찰 유형 분석)

  • Kim, Mimoa;Jeong, Jinwoo;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.57-67
    • /
    • 2015
  • The aim of this study was to categorize and analyze the patterns of the observation type in the experiential learning through the science museum for elementary gifted students in science. Ten science-gifted students were included and analyzed in this study and during experiential learning in the science museum, the participants freely expressed their observation of their own languages and all observations and dialogue were recorded. The results are listed below. The cognitive aspect, especially question and response activity without their personal opinion, was the most frequently used item. Among the affective aspects, item for 'recommendation' was often used. In accordance to observation type, most participants overall observed single object independently of time. Also, participants mostly observed objects visually using qualitative method without manipulation. Therefore verbal interaction through question might have a positive effect on frequency and diversity of observation. Project learning, such as particular exhibition hall, exploratory time of concentration by students, or study paper will be capable of creating a effective observation learning in order to induce a variety of observation of science gifted students in the experiential learning through the science museum.

North Korean military provocations and the corresponding direction - Focus on the threat that resulted in unequal power wood box mines provocation - (북한군의 군사적 도발 및 대응방향 - 목함 지뢰 도발에 이어진 비대칭전력 위협을 중심으로-)

  • Kim, Gyu Nam
    • Convergence Security Journal
    • /
    • v.15 no.6_1
    • /
    • pp.59-67
    • /
    • 2015
  • Our vision is to see the North and there is a large visual target that the two exchanges and cooperation and unity that put the main enemy of enemies in mind in need. North Korea is the main enemy was illegal invasion June 25, 1950 July 27, 1953 has continued after the armistice join the illegal provocations and cease fire violations so far. August 4, 2015, North Korea was operating by the power differential that operate on an all-out war and declared the initial state after the exhibition gave another provocative DMZ wood box mines. US-ROK military was in the process of real-time detection of the North Korean power operation and the results were broadcast live through the media. Looking at these military provocations on the threat of asymmetrical power of North Korea's military threat, we would like to present how to respond.

A report of 35 unrecorded bacterial species isolated from sediment in Korea

  • Han, Ji-Hye;Baek, Kiwoon;Hwang, Seoni;Nam, Yoon Jong;Lee, Mi-Hwa
    • Journal of Species Research
    • /
    • v.9 no.4
    • /
    • pp.362-374
    • /
    • 2020
  • A total of 35 bacterial strains were isolated from various sediment samples. From 16S rRNA gene sequence similarities higher than 98.7% and the formation of a robust phylogenetic clade with the closest species, it was determined that each strain belonged to independent and predefined bacterial species. No previous official reports have described these 35 species in Korea. The unrecorded species were assigned to 6 phyla, 10 classes, 18 orders, 23 families, and 31 genera. At the genus level, the unrecorded species were affiliated with Terriglobus of the phylum Acidobacteria, as well as with Mycobacterium, Rhodococcus, Kineococcus, Phycicoccus, Agromyces, Cryobacterium, Microbacterium, and Arthrobacter; Catellatospora of the class Actinomycetia; Lacibacter of the class Chitinophagia; Algoriphagus and Flectobacillus of the class Cytophagia; Flavobacterium and Maribacter of the class Flavobacteriia; Bacillus, Cohnella, Fontibacillus, Paenibacillus, Lysynibacillus, and Paenisporosarcina of the class Bacilli; Bradyrhizobium, Gemmobacter, Loktanella, and Altererythrobacter of the class Alphaproteobacteria; Acidovorax of the class Betaproteobacteria; Aliiglaciecola, Cellvibrio, Arenimonas, and Lysobacter of class Gammaproteobacteria; and Roseimicrobium of the class Verrucomicrobia. The selected strains were subjected to further taxonomic characterization, including Gram reaction, cellular and colonial morphology, and biochemical properties. This paper provides detailed descriptions of the 35 previously unrecorded bacterial species.

The Surrealist Expression of Buddhist Symbolism Using 3D Computer Animation (3D 애니메이션을 이용한 불교 상징성의 초현실주의적 표현)

  • Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.9
    • /
    • pp.93-101
    • /
    • 2014
  • My artwork, '1000 years', in the form of an animation film has been exhibited in the '2011 Haein Art project' of a special exhibition at the Haeinsa monastery compound. The '1000 years' represents the marvels of sacredness and Buddhist symbols using the surrealist expression of computer animation. This paper would argue how Buddhist idea can be explored by the surrealist expression of 3D computer animation. In the light of this, animation and surrealist expression will be reviewed by the epistemological approach and based on this, I would attempt to reveal how this computer animation film represents the meaning of Buddhist symbols which exist in the monastery compound. This research is processed by the case study related to my artwork as the form of art practice based research.

A Study on the Analysis of Structure and Type of the Reading Programs in the Secondary School Library by Modulized Educational Activities (교육 활동의 모듈화를 통한 중등 학교도서관 독서 프로그램의 구조와 유형 분석에 관한 연구)

  • So, Byoung-Moon
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.55 no.4
    • /
    • pp.293-313
    • /
    • 2021
  • The aim of this study is to classify the structure levels and types of the reading program in the secondary school library. The object of analysis is the practice case of the reading program included in 'Occupying School Library by 1318 Bookworms' for recently 10 years. There are 375 cases. According to the analysis result, most of the reading programs have three layers made up of 'blend title- reading activities- educational activities'. And there are classified into eight types (lecture, viewing, presentation, exhibition, making sth, debating, answering a quiz, experience) of the reading activities. The type of reading program depend on how to combine to the educational activities(reading, writing, listening, watching, speaking, making). This attribute of educational activities match up with modularity, completeness itself and organizing system. Through modular process of educational activities, it's possible to design their own reading programs based on the reading activity by adding, compensating other educational activities.

A Study on Digital Displays for Digital Restoration (디지털 복원을 위한 디지털 디스플레이 전시의 형태)

  • Kim, See Eun;Choi, Seung-Won
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.11
    • /
    • pp.145-155
    • /
    • 2021
  • Recently because of development of technology the old cultural properties and damaged artworks are stored as digital information using digital technology and produced related contents as well as moving images or digital contents. The regenerated information and contents through digital technology conveys correct information of ancient art and helps audiences appreciate it, as well as it also stores accurate information and can be used for restoration and preservation of the work. In this study, the range of digital restoration was defined in three directions, and the exhibition of digital content with an ancillary role that can be useful the understanding of the heritage of nature and mankind using digital technology was defined as the range of digital restoration. In addition, the Ojukheon Museum in Kangneung and The Museum of Natural History in New York, which installed various digital displays to analyze and compare the types of digital display exhibitions used for digital restoration of the range, were described as examples. Through this, it was discovered that digital display exhibitions for digital restoration can effectively deliver information and stimulate participation and interest of visitors in the museums, which is able to be a positive way to preserve the heritage of nature and mankind.