The Application of Computer-Aided Film and Television Art Design Elements in Exhibition Space Design

Exhibition spaces are where human civilization is passed along, science and culture are disseminated, and new design concepts and techniques are assimilated to better them over time. Several offline and online exhibitions have been affected, stopped, postponed, or relocated online due to the effect of the outbreak. Presently, the development and enhancement of virtual exhibition halls is underway. Visitors to exposition halls are no longer limited to those from the immediate area; rather, an increasing number of people come from all over the nation and even from other countries. Due to this, pavilions that are equipped with remote tour features become very influential. The cloud exhibition of the film and television art design elements is the focus of this study, and it additionally builds a virtual display platform and presents 3D Imaging and Virtual Reality Technology (3DIVRT). Through the lens of 3D modeling technology and virtual exhibition hall building, this study first investigates the application trend and preliminary practice of digital design in virtual exhibition halls domestically and internationally. A comparison is made between virtual exhibition halls and conventional exhibition halls to summarize the benefits and possibilities of virtual exhibition halls. Second, it elaborates on the features of the 3D experience found in virtual exhibition halls from immersion, interaction, and conceivability perspectives. A fundamental examination and comparison of 3D modeling software is carried out, and Blender and Unity’s impact on the execution of the virtual exhibition hall is detailed. Synchronizing virtual reflection by computational capabilities, which will be identified with certain examples from across the globe, requires multimedia to be successful. Various methods to exhibit activity that uses computer-aided technologies are brought to light in this research study. According to the findings and conclusions, manual presentation and technical distinctions are how artistic and reflective features can be achieved.

Authors

Publication Details

Journal
International Journal of High Speed Electronics and Systems
Published
2024-11-18
DOI
https://doi.org/10.1142/s0129156425401135
Citations
1
Primary Topic
Digital Media and Visual Art
Type
article
Field-Weighted Citation Impact
0.63
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article

The Application of Computer-Aided Film and Television Art Design Elements in Exhibition Space Design

Jianping Du
1 citations
International Journal of High Speed Electronics and Systems
Digital Media and Visual Art
0.63
article

The Application of Computer-Aided Film and Television Art Design Elements in Exhibition Space Design

Jianping Du
article en
1 citations

Abstract

Exhibition spaces are where human civilization is passed along, science and culture are disseminated, and new design concepts and techniques are assimilated to better them over time. Several offline and online exhibitions have been affected, stopped, postponed, or relocated online due to the effect of the outbreak. Presently, the development and enhancement of virtual exhibition halls is underway. Visitors to exposition halls are no longer limited to those from the immediate area; rather, an increasing number of people come from all over the nation and even from other countries. Due to this, pavilions that are equipped with remote tour features become very influential. The cloud exhibition of the film and television art design elements is the focus of this study, and it additionally builds a virtual display platform and presents 3D Imaging and Virtual Reality Technology (3DIVRT). Through the lens of 3D modeling technology and virtual exhibition hall building, this study first investigates the application trend and preliminary practice of digital design in virtual exhibition halls domestically and internationally. A comparison is made between virtual exhibition halls and conventional exhibition halls to summarize the benefits and possibilities of virtual exhibition halls. Second, it elaborates on the features of the 3D experience found in virtual exhibition halls from immersion, interaction, and conceivability perspectives. A fundamental examination and comparison of 3D modeling software is carried out, and Blender and Unity’s impact on the execution of the virtual exhibition hall is detailed. Synchronizing virtual reflection by computational capabilities, which will be identified with certain examples from across the globe, requires multimedia to be successful. Various methods to exhibit activity that uses computer-aided technologies are brought to light in this research study. According to the findings and conclusions, manual presentation and technical distinctions are how artistic and reflective features can be achieved.

International Journal of High Speed Electronics and Systems
Sustainable cities and communities
Openalex Percentile: Top 18%
Digital Media and Visual Art
0.63
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