• Title/Summary/Keyword: 관람객 참여

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Crowd-Curation and Algorithmic Curation Models for Museum Exhibitions (뮤지엄에서의 크라우드 큐레이션 및 알고리즘 기반 전시 큐레이션 모델)

  • Lee, Jeong Sun;Yeo, Woon Seung
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.25-26
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    • 2019
  • 소셜 미디어(social media)가 급속히 발달하고 대중화되면서, 뮤지엄(museum)의 관람객은 시 공간의 제약 없이 뮤지엄의 콘텐츠를 향유하는 동시에, 전통적인 관람객의 역할을 넘어 매개자(mediator), 프로슈머(prosumer), 그리고 크리에이터(creator)로 활동하고 있다. 또한, 뮤지엄도 고유의 업무 수행에 다수 관람객의 참여를 유도하며 관람객과 적극적으로 소통하고 있다. 이러한 흐름 속에, 이화여자대학교박물관에서는 소셜 미디어를 기반으로 사전 설문조사를 진행하여 작품에 대한 설문 참여자의 반응을 수집한 후 이를 바탕으로 큐레이션에 대중의 선호도를 반영하는 '관람객 참여전시'를 개최하였다. 더 나아가 알고리즘 기반 전시 큐레이션 모델도 개발하였는데, 이 모델은 앞의 관람객 참여전시에서 얻은 데이터를 활용하여 컴퓨터가 일반 관람객의 개인적 취향에 부합하는 작품을 자동으로 추천하고, 이를 바탕으로 개별 관람객에게 '개인적으로 최적화된' 전시를 구성할 수 있는 기반을 제공한다. 본 논문은 이러한 이화여자대학교박물관의 최신 전시활동을 소개하며, 초연결, 초지능화의 시대에 관람객들이 뮤지엄에 다양하게 참여하고 함께 소통할 수 있는 방법을 모색하고자 한다.

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A Case Study on the Discourse Characteristics of Docents Who Mediate Visitor's Learning in the Natural History Museum (자연사박물관에서 관람객의 학습을 중재하는 도슨트의 담화특성에 대한 사례연구)

  • Lee, Joo-Youn;Lee, Jeong-A;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.815-835
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    • 2010
  • This study aimed at understanding the characteristics of interactive discourses between docents and visitors in natural history museums. Two docents participated in this study. One worked in Seodaemoon Natural History Museum and the other in Gwacheon National Science Museum. To analyze the characteristics of interactive discourses, especially understanding the mediation of visitors' learning, Pedagogic Discourse Analysis method was adopted. The results show two contrasting types of interactive discourses, Encouraging Visitors' Meaningful Participation (EVMP) and Encouraging Visitors' Simple Participation (EVSP). In the EVMP discourse, structural cohesion is strong in thematic flow and information flow. Docent and visitors share the role of information provider and "Themes" are developed through the interactions between the docent and the visitors. On the contrary, in the EVSP discourse, structural cohesions are weak. Even though the visitors participate in the discourse, their discourse scarcely contribute to develop "Themes" in the discourse. Most of the information is developed and expanded by the docent. These results helped us to suggest that docents have to understand and use visitors' prior knowledge as a discourse "Theme." It is also suggested that docents need to have not only the competent content knowledge about exhibitions but also the capability to lead discourses that allow the visitors to participate meaningfully during the education processes.

A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

Analysis for the revisited rate survey of GNSM's Astronomy and Space Facility

  • Park, Daeyoung;Cho, Jaeil;Han, Myounghee;Jang, Incheol
    • The Bulletin of The Korean Astronomical Society
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    • v.42 no.2
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    • pp.71.2-71.2
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    • 2017
  • 국립과천과학관은 상설전시관 외에 천체관측소, 천체투영관, 스페이스월드 등의 천문우주시설을 갖추고 있으며 이들 시설을 활용한 천문대중화 프로그램을 지속적으로 운영하고 있다. 그러나 학령인구 감소와 관람객의 요구수준 증대 및 계층의 다변화에 따라 더 이상 과학관 간의 경쟁이 아닌 문화센터, 놀이공원, 박물관 등 여러 유형의 놀이, 문화 시설과 경쟁해야 하는 현실에 직면하고 있다. 이로 인해 과학관을 방문하는 관람객수는 정체하거나 점차 줄어드는 추세를 보이고 있다. 따라서 일정한 수준의 관람객을 지속적으로 확보하기 위해서는 새로운 수요를 창출하는 것 못지않게 과학관 관람객층을 다변화하고 이들의 재방문율을 높이는 것이 중요하다. 2016년 1월부터 2017년 7월까지 국립과천과학관 천문우주시설의 비 상설 프로그램인 "공개관측회"와 "저자특강"에 참석한 관람객을 대상으로 재방문율 조사를 하였고 이를 이용해 관람객의 프로그램 참석 빈도, 특성, 고객충성도 등을 분석하였다. 충분한 표본 확보와 자료의 객관적인 분석을 위해 소수의 적극적인 관람객만 참여하는 설문조사 방식을 사용하지 않고 온라인에 등록된 모든 참석자의 목록을 추출하여 사용하였다. 조사기간 프로그램에 참여한 총 인원은 6,700명이었으며 2회 이상 방문을 한 관람객의 재방문율은 38.8%를 나타냈다. 총 4,755명이 참석했던 "공개관측회" 만을 대상으로 한 재방문율은 29.8%, 총 1,925명이 참석했던 "저자특강"만을 대상으로 한 재방문율 41.7%의 결과를 얻었다. 또한 두 프로그램을 모두 참석한 관람객은 전체 19.6%의 결과를 보였고 재방문자만을 대상으로 한 교차 프로그램 참석자의 비율은 50.4%를 나타냈다.

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A study of the impact of constraint factors of festival participation and negotiation efforts of festival participant on festival satisfaction (축제의 참여제약 요인과 관람객의 협상노력을 통한 축제만족에 대한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.33 no.2
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    • pp.205-223
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    • 2014
  • A study of the impact of constraint factors of festival participation and negotiation efforts of festival participant on festival satisfaction. This study reviewed earlier studies about festival and verified an impact of the leisure constraint factors of festival participant and the negotiation efforts on festival satisfaction by considering previous literature. Hypotheses based on literature reviews were analyzed emprically. According to the result of study, in aspect of the relationship between constraint factors of festival participation(intrapersonal constraint, interpersonal constraint, structural constraint) and negotiation efforts of festival participation, both interpersonal constraint and structural constraint have positive influence on constraint negotiation efforts. However, intrapersonal constraint factor influenced negatively. Also, the results revealed that in aspect of the relationship among festival participation, festival experience recognition, and satisfaction, festival participation have positive influence on cognitive and emotional experience and finally satisfaction.

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An Analysis of the Post-viewing Emotion and Behavior on the Dance Audience (무용공연 관람객의 관람 후 감정과 행동 분석)

  • Choi, Chung-Ja;Kim, Hyung-Nam;Shim, Hyun-Hwa
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.147-155
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    • 2012
  • This study is to analyze the difference of the post-viewing emotion and behavior of the audience at a dance performance by general characteristics of the audience. To attain the goal of the study described above paragraphs, the audience of dance performance located in Seoul and Kyoungki-Do was set as a collected group. Then, using the convenience sampling method, finally drew out and analyzed 280 people in total. statistic analysis techniques were used SPSS 18.0 program. Based on the statistical methods above, we had the result of data analysis as follows; First, among the general characteristics(job, viewing frequency, dance experience, and genre), had significantly effect on the post-viewing emotion(positive emotion, satisfaction) Second, among the general characteristics(job, viewing frequency, dance experience, and genre), all the factors had significantly effect on post-viewing behaviors(researching, respectating intention).

Effect of the Tourist Behavior on the Sports Spectating Factors and Team Association Components (스포츠 관람요인과 팀 연상이 관광행동에 미치는 영향)

  • Lim, Yeon-Woo;Chun, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.456-464
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    • 2017
  • These days, the sports industry and related industries are growing very fast due to active sports participation. Recently, tourism products that integrate tourism with sport have already appeared. The products include tourism behavior, such as sports activities, sports spectating, and visiting sports memorial halls and museums, etc. This study examined the relationship among the tourist behavior, sports spectating factors, and team association components. Based on the theoretical study, a field survey was performed by questionnaires. The sports spectating factors and team association components have a slight influence on the tourist behavior after analysis using the SPSS program. The implications are as follows. First, sports teams should make efforts not only on the team's win at the sports game, but also to develop marketing strategies about the sports complex, and star players of their team. Second, sports teams have to develop tourist products that collaborate with the local tourism industry linked to tourist attractions, accommodations, souvenir shop, and entertainment facilities for sports spectators.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.

Development of the Real-Time Reactive Particle Contents Induced by Compensation Mentality (보상심리로 유도된 상호작용에 의한 실시간 반응입자에 관한 콘텐츠 개발)

  • Park, Geotae;Kim, Jihyang;Kim, Youyoung;Choi, Yunyeon;Lyu, Jaeha;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.99-100
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    • 2016
  • 본 연구는 경제적 가치가 있는 돈, 상품 등을 입자로 대체하여, 관람객의 행동에 대해 보상을 제공하는 "3D interactive reward system"을 만들었다. 관람객의 움직임과 속도에 따라 보상물의 종류, 생성량을 변화시켜 보상심리를 자극함으로써 보다 관람객의 관심과 적극적인 참여를 유도하고 동시에 자연스럽게 가상의 Fuzzy현상을 체험하고 소통할 수 있도록 시도하였다.

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Potentials and Challenges of the Usability of Art Museum Mobile Applications (미술관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.103-110
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    • 2015
  • The biggest challenge of managing mobile interpretative device is that visitors do not have the mobile experience. Thus, in the research of the mobile application of the Leeum (Samsung Museum of Art), a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience. The orientation solved the problem of hesitancy of using smartphone in other researches, it was simultaneously the uniqueness of the methodology. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. A half of participants used the application for 10 minutes which is accounted for 20-30% of the total viewing time. Participants (80.3%) engaged in each exhibit with the application in less than 30 sec.-1 minute. Comparing with the average time of engagement (10-30 sec.) for each exhibit without using mobile applications, it is possible to conclude that the mobile application notably contributed to make participants engage with exhibits longer.