RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
          펼치기
        • 등재정보
          펼치기
        • 학술지명
          펼치기
        • 주제분류
          펼치기
        • 발행연도
          펼치기
        • 작성언어
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재후보

        ICT(Information & Communication Technology)를 활용한 ‘가상전시’의 교육적 접근방법과 운영에 관한 고찰

        장청건,이경자 한국예술경영학회 2012 예술경영연구 Vol.0 No.23

        본 논문은 디지털정보사회에 대한 미술관 및 박물관 그리고 갤러리의 대중 접근성을 높이기 위하여 ICT를 활용한 ‘가상전시’ 활성화에 초점을 둔다. 현 사회의 디지털 정보 수단의 발달은 예술·문화 분야에 대한 정보의 접근성과 대중적 경험을 용이하게 만들어주고 있다. 세계적으로 인터넷을 통한 가상공간에서의 작업과 활동을 활성화시키고 있고 이에 따르는 다양한 예술적 작업들이 시도되고 있다. 본 연구에서는 먼저 가상전시의 기원과 개념을 살펴보고, 전시의 운영의 문제점을 제기하였다. 그리고 전시의 기능의 원활하게 하기 위해 전시의 기능을 살펴보고 이것이 가상전시의 경우에 어떻게 접목 또는 활용 될 수 있는 것인지에 대해 살펴보았다. 이 문제점의 해결 방안으로 ICT(Information & Communication Technology)의 의의와 현황을 살펴보고 ICT를 활용한 교육·교수학습 계획 및 가상전시 교육방법을 적용한 전략적 방안을 제안하였다. 구체적으로, ICT을 통한 가상전시 운영과 전시 교육이라는 두 가지의 측면에서 탐색적인 해결방안을 제시하였다. 즉, 전시 감상의 개념과 교육적인 측면에서 창의적이고 자기 주도적 학습으로 ICT 활용 교육이 효율적으로 이루어 질수 있는 방안과 미술 감상의 개념과 교육적 방법을 시사하고 ICT 활용으로 가상전시의 폭넓은 자료를 효과적으로 활용할 수 있도록 하여 온라인과 오프라인상의 전시문화의 발전된 공존과 효율성을 기대하고자 한다. The purpose of the study was to grope methodology of actualization in ‘virtual exhibition’ to raise accessibility of the public of art center, museum and gallery as a means to cope with digital information society. Development of digital information equipment makes accessibility and popular experience of information in the present arts and culture field so easy. Over the whole world, works and activities in virtual space of cyber gallery is actualized and diverse artistic attempts are attempted. The study examined the origin and concept of virtual exhibition and suggested problems of exhibition management. And to make an amicable function of exhibition, the study examined functions of exhibition and also investigated how functions of exhibition would be applied to virtual exhibition. To settle such problems, the study examined the meaning and status of ICT (Information & communication Technology) and suggested a strategic plan which applied education & teaching-learning plans with ICT and educational methods of virtual exhibition. Concretely, the study suggested an exploratory solution in the two sides of management of virtual exhibition and education of exhibition through ICT. Namely, the study implied the concept of art appreciation and educational methods to let ICT application in education realized efficiently through creative and self-directed learning in the side of exhibition appreciation and education by being limited in two kinds of virtual exhibition operation and exhibition education. The study groped developed coexistence and efficiency of exhibition culture on the web and offline by making extensive data of virtual exhibition utilized effectively through ICT.

      • KCI등재

        가상 전시의 몰입 향상을 위한 사용자 경험 요소에 관한 연구

        이슬 ( Lee Seul ),이현성 ( Lee Hyunsung ),최익서 ( Choi Ikseo ) 한국공간디자인학회 2021 한국공간디자인학회논문집 Vol.16 No.6

        (Background and Purpose) Virtual exhibitions have emerged due to various factors including the concept and scope of the exhibition, the integration of technology and exhibition, and the coronavirus. Virtual exhibitions can be implemented in various and complex technologies such as HCI (Interaction between humans and computers), network technology, and directing using audiovisual information, and can be easily accessed by anyone. However, the limitations of VR and AR exhibitions are also pointed out. This study targets a 360-degree image based virtual exhibition that recreates the actual exhibition space into virtual reality and finds out what the immersion elements are in the user experience on the 2D graphics screen. (Method) The study was conducted in five stages. First, the user experience elements of the virtual exhibition were extracted through theoretical consideration. Five dimensions of Csiksentmihalyi's flow were adopted. Experience factors were divided into physical and non-physical factors. Second, User evaluation items were designed based on theoretical consideration. Third, Five cases were selected, and surveys and in-depth interviews were conducted for users. Fourth, the user experience evaluation results were analyzed. Fifth, a conclusion was reached by finding complementary points to improve the immersion of virtual exhibitions. (Results) The experience factors that make users feel immediate feedback are 'operating tools', which is highly related to 'dynamicity'. Factors that interfere with the dynamics of operating tools are 'different operating tools on different platforms', 'lack of accuracy'. The experience factor that makes behavior and awareness feel integrated is the 'Floor Guide', which is highly related to 'action-induced'. Some of the obstacles to user behavior are 'auto-rotation', 'auto-screen magnification'. The experience factors that increases concentration is media, and has a high relationship with 'interest'. Factors that dampen interest in the media are 'low clarity' and 'low deployment level'. Experience factors that make users feel controlled are 'thumbnail maps', which are highly related to 'recognition'. Factors that hindered the recognition of thumbnail maps are 'unnecessary images', 'lack of function'. 47.9% of users responded that there was no experience factor that made them feel completely immersed, with an average of 2.31 points for immersion and an average of 2.48 points for satisfaction. (Conclusions) Considering that the majority of users evaluated the degree of immersion low, the current virtual exhibition platform needs to improve immersion. It needs unification of manipulation tools for immediate feedback enhancement, supplementation of floor guides' accuracy and movement functions, improvement of distortion and media implementation according to viewing angles to improve concentration, simplifying images and specifying functions of thumbnail maps to implement media and improve potential control. Virtual exhibition should consider the most common 2D display environment to ensure publicity and popularity, and will require steady research and development from a user experience perspective.

      • KCI등재

        가상현실을 활용한 사이버전시 연출기법 연구

        장은경 한국일러스아트학회 2011 조형미디어학 Vol.14 No.1

        21세기에 와서 새로운 미디어 융합과 더불어 모바일, PDA, PMP, 네비게이터 등 다양한 매체를 통하여 디지털 미디어의 활용이 상용화 되었다. 이러한 다양한 매체의 발전은 예술 및 전시에도 큰 영향을 주었고, 예술 작품 전시에 있어서 사이버 전시의 구축은 우리에게 새로운 전시 방법을 제시해 주었으며 국내의 전시관들도 사이버 전시 시스템을 구축, 운영하고 있으며 이에 맞추어 전시기법 또한 급속하게 발전하고 있는 상황이다. 본 연구는 사이버전시를 효과적으로 구현하기 위하여 실제 가상현실을 통하여 사이버전시를 구현하고 있는 실례를 조사하여 사이버전시의 지향할 바를 모색하는데 목적이 있다. 연구범위는 이론적 고찰을 통하여 가상현실의 개요와 분류, 활용분야에 대하여 살펴보고 사이버전시의 개요 및 특성을 통하여 가상현실 및 사이버전시에 대하여 살펴본 후, 가상현실을 활용한 전시연출의 활용사례를 바탕으로 사이버전시의 특징 및 시사점을 제시하였다. 활용사례는 가상현실 연출방법을 토대로 인터넷이나 전시회에서 사용한 사례로써 서울시 사이버 창업전시관, 사이버 인터넷 역사박물관, 경주세계문화엑스포, 제천국제한방바이오엑스포에서 실제 사용한 다양한 방식을 제시하고, 가상현실을 활용한 사이버전시의 향후방향을 제안하였다. 사이버전시는 전시제작자에게 있어서 무한한 자유를 부여하고 있으며, 비용, 설계변경의 용이함 등으로 미래 전시장 시뮬레이션의 대안으로 부각되고 있다. 따라서, 사이버전시를 연구하는 가상현실 연출기법이 독자적으로 학문이나 산업적으로 정착되어서 오프라인 전시와 연계되어 새로운 전시콘텐츠 연출방법으로 나아가야 할 것이다. In the 21st century, the application of digital media was commonly used through various media such as mobile phones, PDA, PMP, navigators, along with the new media fusion. The various media developments put great impact on arts and exhibitions. In terms of arts exhibition, the creation of cyber exhibition has provided a new way of exhibiting method. The exhibiting techniques have also been developing in line with this trend. This study conducted case studies which realizes cyber exhibition by virtual reality for effective exhibition. The scope of this study covers theoretical observation, introduction and categorization of the virtual reality, and its applications. The virtual reality and cyber exhibition are observed by introducing and characterizing the features of exhibition directing techniques. The case studies cover virtual reality exhibition directing techniques which were used in Seoul Metropolitan City Cyber Employment Exhibition, Cyber Internet History Museum, Gyeongju World Culture Expo, and Jecheon International Oriental Medicine and Bio Expo. The future directions of the cyber exhibition utilizing virtual reality were suggested. Cyber exhibition provides unlimited freedom for the exhibition directors, and is highlighted as an alternative of the future exhibition simulation. Accordingly, the virtual reality directing techniques which study cyber exhibition should be settled as an academy or industry, and pave the way for new exhibition contents directing techniques in line with off-line exhibitions.

      • KCI등재

        A Study on the Aesthetic Experience of Exhibition Visitors by Virtual Reality Type, Focusing on Nam June Paik's Exhibition 'Exposition of Music'

        강지영 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.6

        Nowadays, virtual reality exhibitions are an alternative to provide visitors with a new experience. In this study, we developed HMD-based immersive exhibitions for visitors in exhibition halls, and virtual reality exhibitions for visitors with a minimal personal PC setup. The focus was on Nam June Paik's Exhibition ‘Exposition of Music’, to compare and analyze the aesthetic experience offered by both types of exhibitions. First, the meaning of aesthetic experience in virtual reality exhibitions was defined, and the experience was empirically designed to accommodate a virtual reality exhibition environment in the HMD setup and PC setup. In addition, a survey was conducted on the aesthetic experiences of visitors of the two different systems, to analyze the advantages and disadvantages of each system, and build a foundation for more developed virtual reality exhibitions in the future.

      • KCI등재

        한국의 국립박물관 온라인 융합 전시 분석 현황 연구 -국립박물관 52개소의 온라인 전수조사 중심으로-

        이정은,최고운 한국전시산업융합연구원 2022 한국과학예술융합학회 Vol.40 No.3

        This study tries to lay the research foundation for analyzing online exhibitions of Korean National Museums that are newly facing digital era after the COVID-19 pandemic. In particular, Korea's National Museums which are organised by various national organizations, including the Cultural Heritage Administration, the Ministry of Culture, Sports and Tourism, the Ministry of Maritime Affairs, and the Ministry of Public Administration and Security, seem to have rather positions in terms of online exhibitions compared to other governing museums. The purpose of this study was divided into three. First, it is to examine the current status of online exhibitions at the national museums of Korea. Second, the research aims to identify the type of current online exhibitions. Third, the goal was to analyze the characteristics of all online exhibition types. Therefore, as of 2021, this research conducted an online exhibition survey of 52 national museums based on their online exhibition forms appealed on the webpage. The results of the research are as follows. First, 33 of the national museums, or 63% of all, operated online exhibitions. Second, there were three types of online exhibitions. VR types means a mirror world exhibition which implemented offline exhibition onto the virtual world. Video types are mainly filming of exhibitions and Planar types mean only webpage screen. Third, in terms of the characteristics of each type, VR type exhibitions were identified in 30 museums, where 90% of offline exhibitions were moved onto virtual world, and there are 12 convenience types within VR exhibitions. Regarding the exhibition information, seven types of archives were provided. Next, Video types were presented at 18 museums, accounting for 54%, and most of videos are about introduction of the exhibition objects. Only two Planar types can be identified and they are not significantly differentiated from the already existing webpages. Based on the results of this research, it seems to possible to provide an analysis framework for further relevant online exhibition researches in other museums, such as university, private or local governing museums. 본 연구는 코로나 팬데믹 이후 한국 박물관이 새롭게직면한 디지털 시대, 가장 크게 영향을 받은 국립박물관들의 온라인 전시를 분석하는 기초를 마련하기 위해서시작되었다. 특히 한국의 국립박물관은 문화재청, 문화체육관광부, 해양수산부, 행정안전부 등 다양한 국가 단위 조직이 상부 운영 그룹으로 지자체 소속이나 대학, 개인 소속 박물관과 비교할 때 온라인 전시를 운영할수 있는 여력이 있으므로 이 연구를 통해 유관 기관의온라인 전시 방향성을 모색해 볼 수 있을 것이다. 본 연구의 목적은 세 가지로 나누어졌다. 국립박물관의 온라인 전시 현황을 살펴보고 두 번째 온라인 전시의 유형을 파악하는 것이다. 마지막으로 온라인 전시 유형별 특징을 분석하는 것을 목표로 하였다. 따라서 본 논문은2021년 기준으로 전국문화기반시설 자료에 기반한 국립박물관 52개소의 온라인 전시 전수조사를 이행하였다. 연구 결과 및 내용은 다음과 같다. 첫째 국립박물관 중63%에 해당하는 33개소가 온라인 전시를 운영하고 있었다. 둘째, 온라인 전시 유형은 3가지로 나타났는데 미디어 기기를 활용하여 실제 전시와 같은 형태로 온라인상에 구현되는 VR 형태, 전시 홍보 및 설명을 촬영하여만든 동영상 형태, 전시 관련 자료를 홈페이지 화면상으로 나타내는 평면 형태였다. 셋째, 유형별 특징에서 VR 형태 전시는 오프라인상의 전시를 그대로 온라인상에옮긴 형태가 90%인 30개소에서 확인되었으며, 12종의편의성을 제공하고 있었다. 전시 정보와 관련하여서는 7 종의 아카이브 형태를 제공하고 있었다. 다음으로 동영상 형태의 온라인 전시는 54%에 해당되는 18개소에서선보이고 있었는데 그 성격이 다양하였으나 유물 소개영상이 다수를 차지하였다. 마지막으로 평면 형태 온라인 전시는 전체 33개소 중에서 2개소만 운영하고 있었는데 이는 기존 홈페이지에서 제공하는 정보와 크게 차별화되지 않았으나 온라인 전시라고 소개되고 있었다. 이번 연구 결과를 바탕으로 타 기관의 박물관 온라인전시 현황을 분석할 수 있는 틀을 제공한다는 점에서가장 큰 의의가 있으며 심도 있는 이용객 조사를 바탕으로 더 발전적인 디지털 시대, 온라인 전시의 효용성이연구될 수 있기를 기대한다.

      • KCI등재

        Internet of Things(IoT) exhibition environment outlook

        전인하,김경훈 한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.18 No.-

        The objective this paper is to develop anexhibition model and M2M strategy to encourageexhibition holders and visitors to have positiveawareness toward the IoT based exhibition. Inorder to promote such positive awareness, we needto develop a comprehensive theoretical basis for thescience exhibition model which creatively adopt anduse not only the ordinary exhibition alternatives butalso the big-data, cloud-service and mobilehand-held devices. To this end, we have conducteda survey on academic journal articles, variouseconomics reports, government policy publicationsas well as the resources available on the Internet tofind out about the status of IoT and investigate theneed for the IoT based exhibition through atheoretical discussion on the formulation offuturistic exhibition concepts. Based on our survey,we have compiled basic materials for developing theIoT based exhibition model. Through the use ofthis compiled materials, we proposed a businessmodel and a futuristic IoT exhibition model thatutilizes virtual exhibition, 3D-printing, augmentedreality, 3-D and 4-D virtual media, mobile PC andphone. The exhibition and related business modelproposed in our study would contribute to therealization of the exhibition industry evolving tobecome a form of an entertainment and also theenhancement of corporate competitiveness of thedomestic exhibition as well as other industry.

      • KCI등재

        사물인터넷(IOT) 전시환경전망

        전인하 ( In Ha Jun ),김경훈 ( Kyung Hoon Kim ) (사)한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.18 No.-

        The objective this paper is to develop an exhibition model and M2M strategy to encourage exhibition holders and visitors to have positive awareness toward the IoT based exhibition. In order to promote such positive awareness, we need to develop a comprehensive theoretical basis for the science exhibition model which creatively adopt and use not only the ordinary exhibition alternatives but also the big-data, cloud-service and mobile handheld devices. To this end, we have conducted a survey on academic journal articles, various economics reports, government policy publications as well as the resources available on the Internet to find out about the status of IoT and investigate the need for the IoT based exhibition through a theoretical discussion on the formulation of futuristic exhibition concepts. Based on our survey, we have compiled basic materials for developing the IoT based exhibition model. Through the use of this compiled materials, we proposed a business model and a futuristic IoT exhibition model that utilizes virtual exhibition, 3D-printing, augmented reality, 3-D and 4-D virtual media, mobile PC and phone. The exhibition and related business model proposed in our study would contribute to the realization of the exhibition industry evolving to become a form of an entertainment and also the enhancement of corporate competitiveness of the domestic exhibition as well as other industry.

      • KCI우수등재

        지역 역사문화자산의 접근성을 높이기 위한 사용자 경험 중심의웹 기반 가상 전시

        최진우,박종진,김언용,전한종 대한건축학회 2024 대한건축학회논문집 Vol.40 No.4

        본 연구는 강화도 돈대와 같이 문화적으로 중요하지만 접근성이 떨어지는 문화자산에 대한 가상 전시의 가능성을 탐색하고 사용자 경험(UX) 중심의 가상현실 환경을 제안한다. 기존 가상 전시 연구에서 확인된 단점을 극복하기 위해 3D 모델링 환경에 다양한 콘텐츠(인터랙티브, 정보성, 편의성)를 통합하고 직관적인 인터페이스를 구현하여 UX를 향상시키는 접근 방식을 개발하였다. 특히, UX 관점에 기반한 전시 기획과 인터페이스 구현으로 지역 역사문화자산의 가상 전시 구축 프로세스를 개선하여 가상 전시의 잠재력을 확장하고 부족한 기능을 보완할 수 있는 솔루션을 제공한다. This study explores the feasibility of virtual exhibitions for culturally significant yet inaccessible sites like the Ganghwa Island'sOutposts(Dondae), proposing a user experience(UX)-centered virtual reality(VR) environment. After reviewing various virtual exhibitionmethods through literature research, we selected methods (Reproduction Exhibition, Exhibition Hall Style, Museum Style, Desktop VR, 3DVR) that enhance the effectiveness of virtual exhibitions while offering educational experiences. Existing virtual exhibitions are hindered bydiminished interactivity and emotional engagement, which lowers user immersion. To address these issues, we developed an approach thatintegrates various types of content (interactive, informative, and convenient) into the 3D model background and implements an intuitiveinterface to enhance UX. This integrated approach offers a multi-layered experience to users, and the intuitive interface enables personalizedUX. In particular, by differentiating exhibition planning and interface implementation from a UX perspective, we improved the process ofbuilding virtual exhibitions for local relics and cultural assets, expanded the potential of virtual exhibitions, and provided solutions tofunctional deficiencies. This research emphasizes the importance of continuous improvement and interest in UX-centered approaches inrepresenting and preserving cultural heritage through virtual exhibitions.

      • KCI등재

        Internet of Things(IoT) exhibition environment outlook

        Jun, In Ha(전인하),Kim, Kyung Hoon(김경훈) 한국전시산업융합연구원 2014 한국과학예술융합학회 Vol.18 No.-

        The objective this paper is to develop an exhibition model and M2M strategy to encourage exhibition holders and visitors to have positive awareness toward the IoT based exhibition. In order to promote such positive awareness, we need to develop a comprehensive theoretical basis for the science exhibition model which creatively adopt and use not only the ordinary exhibition alternatives but also the big-data, cloud-service and mobile hand-held devices. To this end, we have conducted a survey on academic journal articles, various economics reports, government policy publications as well as the resources available on the Internet to find out about the status of IoT and investigate the need for the IoT based exhibition through a theoretical discussion on the formulation of futuristic exhibition concepts. Based on our survey, we have compiled basic materials for developing the IoT based exhibition model. Through the use of this compiled materials, we proposed a business model and a futuristic IoT exhibition model that utilizes virtual exhibition, 3D-printing, augmented reality, 3-D and 4-D virtual media, mobile PC and phone. The exhibition and related business model proposed in our study would contribute to the realization of the exhibition industry evolving to become a form of an entertainment and also the enhancement of corporate competitiveness of the domestic exhibition as well as other industry.

      • KCI등재

        프로젝션 맵핑을 활용한 공간미디어아트 전시 연구 – 배재학당 디지털 복원 전시‘영원한 마음의 고향; 배재학당’전 을 중심으로 -

        이태현 한국공간디자인학회 2024 한국공간디자인학회논문집 Vol.19 No.5

        (연구 배경 및 목적) 현대의 디지털 분야는 사회 전반에 영향을 미치고 인간 사회에 중요한 가치를 지닌다. 예술이나 디자인과 같은 표현의 특성을 가진 분야는 디지털 기술과 직접적인 영향 관계에 있기에 더 중요하게 다뤄지고 있다. 이러한 디지털 표현 기술 중 프로젝션 맵핑(Projection Mapping)은 공간이나 대상물에 영상 매체를 투영하는 방식으로서 관람객에게 새로운 시각적, 공간적 인지를 할 수 있게 하고 가상의 세계를 경험하게 하면서 점점 발전하고 있다. 최근 디지털을 활용한 공간 복원 연구가 활발하게 진행되고 있는데, 이러한 역사적 사실과 시나리오를 바탕으로 한 디지털 공간 복원 작업을 프로젝션 맵핑을 활용한 미디어아트를 통해 시각적이고 공간적으로 체험하게 하는데 목적이 있다. 이에 본 연구는 디지털로 복원한 역사 속의 공간을 프로젝션 맵핑(Projection Mapping)을 활용하여 공간미디어아트로 표현한 전시에 대해 연구하고자 하였다. (연구 방법) 본 연구는 서울시 중구 정동에 있는 배재학당 역사박물관의 1층 기획전시실의 전시공간과 공간미디어아트 작품을 대상으로 한다. 연구의 방법으로는 첫째, 이론적 고찰을 통해 프로젝션 맵핑을 활용한 공간미디어아트에 대해 조사하였다. 둘째, 프로젝션 맵핑의 국내와 해외 사례를 조사하여 공간미디어아트에 대한 이해의 폭을 넓히고 전시의 방향을 설정하였다. 셋째, 프로젝션 맵핑을 활용한 공간미디어아트의 실제 적용 프로젝트로서 배재학당 디지털 복원 전시 ‘영원한 마음의 고향; 배재학당’ 전을 계획하고 조성하였다. (결과) 연구의 결과로 프로젝션 맵핑을 활용한 공간미디어아트 전시를 완성하였다. 전시를 통해 첫째, 배재학당의 역사를 공간미디어아트로 표현하여 근대교육과 복음화에 힘쓴 아펜젤러 선교사를 추모하고자 하였다. 둘째, 서울시 중구 정동에 자리 잡았던 배재학당의 연대별 도시와 건축의 변화 과정을 디지털로 복원하였다. 셋째, 현재 고덕동으로 이전하여 사라진 옛 교정을 디지털로 복원하여 관람객들에게 역사 속 공간을 경험하게 하였다. (결론) 본 연구는 프로젝션 맵핑을 활용하여 관람객이 디지털로 복원한 과거의 공간을 새롭고 다양한 방식으로 관람할 수 있는 전시 방식 실현에 중점을 둔 것이다. 전시는 첫째, 역사와 장소를 활용한 공간미디어아트를 경험하고 실제 시간과 공간의 개념이 적용된 가상공간을 실감 나게 경험할 수 있다. 둘째, 공간미디어아트가 포함하고 있는 역사를 배경으로 한 시나리오는 관람객에게 단순히 시각적 재미나 흥미를 주는 것을 넘어 교육적 차원에서도 좋은 효과를 준다. 셋째, 역사 속 공간을 디지털로 복원하여 체험하게 함으로서써 사라진 기억을 되살릴 수 있다. 결론적으로 프로젝션 맵핑을 활용한 공간미디어아트는 창의적인 표현 방식과 미래 전시 방식으로서 큰 가능성이 있다. (Background and Purpose) The modern digital field influences society as a whole and has important value for human society. Fields with expressive characteristics, such as art and design, are treated with importance because they have a direct relationship with digital technology. Among these digital expression technologies, projection mapping is a method of projecting video media onto space or objects, and is evolving as it allows visitors to have new visual and spatial perceptions and experience a virtual world. Recently, space restoration research using digital has been actively conducted, and the purpose is to enable digital restoration work based on historical facts and scenarios to be experienced visually and spatially through media art using projection mapping. This study attempted to study an exhibition in which digitally restored historical spaces were expressed as spatial media art using projection mapping. (Method) This study targets the exhibition space and spatial media art works of the special exhibition room on the first floor of the Pai Chai Hakdang History Museum in Jeong-dong, Jung-gu, Seoul. As a research method, first, spatial media art using projection mapping was investigated through theoretical consideration. Second, by investigating domestic and overseas cases of projection mapping, we broadened our understanding of spatial media art and set the direction of the exhibition. Third, as a project for the practical application of spatial media art using projection mapping, the Pai Chai Hakdang digital restoration exhibition ‘Hometown of the Eternal Heart; Pai Chai Hakdang’ was planned and created. (Results) As a result of the research, a spatial media art exhibition using projection mapping was completed. First, through the exhibition, we wanted to express the history of Pai Chai Hakdang through spatial media art to commemorate missionaries Appenzeller who worked hard on modern education and evangelization. Second, the process of urban and architectural change over time at Pai Chai Hakdang, which was located in Jeong-dong, Jung-gu, Seoul, was digitally restored. Third, the old campus, which has now disappeared due to its move to Godeok-dong, was digitally restored to allow visitors to experience a space in history. (Conclusions) This study focuses on realizing an exhibition that allows visitors to view digitally restored spaces in a new and diverse way using projection mapping. First, the exhibition allows you to experience spatial media art that utilizes history and place, and to realistically experience a virtual space that applies the concepts of actual time and space. Second, scenarios based on history included in spatial media art not only provide visual fun or interest to visitors, but also have a great educational effect. Third, lost memories can be revived by digitally restoring and experiencing historical spaces. In conclusion, spatial media art using projection mapping has great potential as a creative expression method and future exhibition method.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼