• Title/Summary/Keyword: 관람시간

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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.

Relationship between Behaviors and Satisfactions of Visitors at Natural History Museum (자연사 박물관 관람객의 관람유형과 관람만족도의 관계)

  • Choi, Ji-Eun
    • Journal of the Korean earth science society
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    • v.25 no.5
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    • pp.315-326
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    • 2004
  • The aim of this study is to investigate the relationship between visitors' behavior and their satisfaction at Natural History Museum (NHM). This study involves 204 participants including elementary, middle, and high school students, their teachers and parents, and university students from Korea. The results are tested using crosstabs and chi-square. The main results are as follows: First, dominant behavior involves visiting with family, visiting for leisure and just visiting, viewing exhibits utilizing explanation cards, and visiting for over 2 hours. Second, the degree of satisfaction tends to be high in visiting with family or alone, visiting for interest in science, and viewing exhibits utilizing explanation cards or explanation by a parent, teacher, or a guide. While, third, the degree of satisfaction tends to be low in visiting with a school group, visiting for leisure/just visiting, or visiting for homework research, and viewing exhibits without any guidance. Forth, the relationship between length of visits and degree of satisfaction is positively significant.

The Implementation of the optimal adaptive tour service per the different environment of touring museum Using Thin Client (경량단말을 활용한 이종 박물관 관람 환경별 최적의 적응적 관광 서비스 제공 모듈 구현)

  • Jung, Jong-Jin;Lee, Han-Duk;Kim, Kyung-Won;Lim, Tae-Beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.378-380
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    • 2013
  • 본 논문에서 구현한 경량단말을 활용한 이종 박물관 관람 환경별 최적의 적응적 관광 서비스 제공 모듈은 서로 다른 박물관을 관람하는 상황에 맞춰 그 관람객에게 가장 적합한 서비스를 제공을 해주는 모듈이다. 종래의 박물관 관람 형태는 사용자가 박물관에서 나누어준 하드카피 형태의 팜플렛 또는 가이드 안내에만 의존한 관람 형태이고, 주제별 아이템에 관한 상세 정보도 현장에 배치된 안내물을 보던가, 박물관에서 대여형태로 제공하는 오디오 장비만을 활용 하는 수준이며, 특히나 제한된 시간내에 대형 박물관을 관람해야 하는 경우 자신이 관심있는 것만 볼 수 없는 환경이다. 본 논문에서 소개될 이 모듈은 가상화 기술과 경량 단말을 활용하여 대형 박물관 또는 미술관등을 방문한 관람객에게 본인에게 맞는 최적의 관람 서비스를 제공한다. 좀더 자세하게는 대형 박물관에서 이 모듈이 사용되는 경우 넓은 공간에 무수히 많은 작품들이 전시되어 있는 상황에서 가용한 관광시간에 본인이 보고자 하는 것들만 추천받아볼 수 있도록 도와줄 수 있고, 최소한의 원가를 들여서 제작된 경량 스마트 단말을 통하여 해당 작품에 대해 상세한 부가 정보를 제공받아 박물관의 관람효과를 극대화 할 수 있도록 도와준다.

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문화행사: 한솔제지 고객사 초청 -연극 '늘근도둑이야기' 관람

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.10 no.7
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    • pp.98-99
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    • 2011
  • 한솔제지는 지난 5월 25일 7시부터 고객사를 대상으로 연극 늘근도둑이야기를 관람하는 문화행사를 진행했다. 연극관람에 앞서 한솔제지는 자사에서 생산하고 있는 종이에 관련된 퀴즈시간을 가져 정답을 맞추는 고객들에게 선물을 제공했다. 또한 연극관람 후에도 10명을 추첨해 다양한 선물을 증정했다.

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The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Choi, Mee-Yeon;Mhun, Yun-Jeung;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.89-94
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    • 2006
  • 디지털 기술이 전시환경에 도입되면서 다양한 매체를 통해 전시물의 정보를 전달하게 되었다. 그리고 관람자는 단순히 보는 전시에서 적극적으로 전시관람에 참여하고 전시물의 정보를 활용하고자 하는 욕구가 증대 되고있다. 이에 따라 전시환경은 이동하는 관람자를 위해 인터넷과, 모바일 기기를 활용하여 효과적으로 관람체험을 지원하고, 정보를 제공하기 위한 서비스 연구가 중요해 졌다. 따라서 본 연구에서는 디지털 네트워크 환경으로 변화하는 전시 환경과 전시관람을 지원하는 서비스 연구 현황을 이해하기 위해 문헌과 사례조사를 통해 살펴보았다. 그리고 관람자들의 관람 상황과 관람 유형을 파악하기 위해 관람자들의 전시 관람 행동을 관찰하였다. 관찰내용을 분석하여 관람자들의 관람 행동에 따른 관람 유형 및 키워드를 도출하였다. 이를 기반으로 전시관람 시 발생하는 관람자들의 니즈와 문제점을 심층인터뷰를 통해 추출하였다. 관람자들의 니즈와 문제점은 관람자가 전시관을 이동하며 관람하는 상황에서 인터페이스를 통해 해결할 수 있는 요소를 중심으로 전시관람 지원 서비스 요소를 제안하였다. 제안한 서비스 요소는 전시물을 선택하여 관람할 때 전시물과 공간과의 관계를 인터페이스를 통해 파악하고 관람시간을 확인하며 관람하는 해결방안을 제시하였다. 이를 박물관의 전시환경을 사례로 모바일 PDA 에 적용하였으며 사용 시나리오를 통해 제안한 서비스의 유용성과 활용 가능성을 살펴보았다.

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Development of Question Cards for Fossil Exhibition and Comparison of Communication Depending on Whether to Use the Cards in a Fossil Gallery (화석 전시물에 대한 질문카드 개발 및 활용 여부에 따른 관람 중 소통의 특징 비교)

  • Park, Eun-Ji;Lee, Sun-Kyung;Kim, Chan-Jong;Kim, Ki-Sang
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.799-814
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    • 2010
  • This study aimed at developing a set of question cards for fostering deep understanding and encouraging reasoning about fossils and analyze the characteristics of visitors' communication depending on whether to use the question cards in a fossil gallery. Through several steps, a card set consisted of nine generic questions about fossil exhibitions and guidance for using question cards were developed. Data related to visitors' communications were collected from 18 peer groups (from 5th to 9th grade) visiting the fossil gallery of Gwacheon National Science Museum. Visiting groups' interactions were videotape recorded and transcribed. 'Holding time,' the types of 'actions,' and the types of 'conversation' were analysed. Visitors' actions were divided into three categories: ‘look’, 'speech', and 'motion.' Furthermore, visitors' conversations categorized as 'speech' were subdivided into four patterns: 'enumerative,' 'consensual,' 'responsive,' and 'argumentative.' Using the question cards contributes to increase holding time and most of the visiting actions. Most of the conversation patterns also increased except the responsive pattern. In conclusion, using question cards in a fossil gallery could facilitate concentrated and meaningful visits by enhancing active verbal and non-verbal communications between exhibit and visitor or among visitors, encouraging visitors' reasoning about exhibits, and guiding visitors what and how to focus on exhibits.

Real-time Visitor's Behavior Analysis System via Ultra-Wide Band Radar (초광대역 레이더를 이용한 실시간 관람 행태 분석 시스템)

  • Lee, Joosoon;Seo, Hogeon;Lee, Kyoobin
    • Smart Media Journal
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    • v.8 no.4
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    • pp.85-90
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    • 2019
  • The Ultra-Wide Band sensor is widely used as a wireless indoor localization technology with frequency bands in the GHz range. Meanwhile, in museums, not only the real-time location of visitors but also information on visit route and duration time is required for patrons' behavior analysis. In this paper, the analysis system based Ultra-Wide Band radar for visitor's viewing behavior is introduced and experimented in the real environment. We built the system in National Museum of Korea, and its 22 Ultra-Wide Band radar sensors receive the real-time location of their visitors: this analyzes the visit route and visit time for patrons.

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.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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An Analysis in Visitors' Attentions on Exhibit Panels of a Tesla Coil in the Gwacheon National Science Museum (국립과천과학관의 테슬라코일 전시물 설명판에 대한 관람객의 주목도 분석)

  • Lee, Il;Yoo, Jun-Hee;Chung, Kwang-Hoon
    • Journal of The Korean Association For Science Education
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    • v.32 no.1
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    • pp.46-63
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    • 2012
  • The purpose of this research is to explore factors which influence visitors' attention on exhibition panels by analyzing visitors' attention according to topic types and visitor group types. The subjects of this research are exhibition panels of a Tesla Coil exhibition in the Gwacheon National Science Museum. The exhibition panels' topic are basic concepts, explanations of phenomena, operating principles, applications and historical background. These topics are selected through a survey of visitors' intellectual needs for a Tesla Coil. Five new exhibition panels according to the topics are developed and visitor groups' behaviors in front of the panels are recoded in natural situations. The total participant groups are 586 groups, which includes individual student (30.0%), individual adult (20.6%), student group (28.2%), adult group(2.4%), and family group (18.8%). Visitors' attention to exhibition panels is sub-categorized into attracting power and holding power. Attracting power is defined by the percentile of group numbers who attend to an exhibition panel more than 3 seconds to the total group numbers who attend to an exhibition panel for more than a glance. Holding power is defined by average attention time and decay time. The attracting powers of historical background and application panels are 72.3% and 68.8% respectively, while that of the basic concept panel is 47%. Average attention times of explanation of phenomena and operating principle are 37.0 and 34.2 seconds, while those of historical background and application panels are 25.4 seconds. The decay times of each panel shows the same patterns of average attention times. Attracting powers of panels easy to approach and holding powers of panels with in-depth scientific concepts seems to be high. Attracting powers of the individual adult, family, and student group are 66.9%, 66.4% and 62.4% respectively, while the attracting power of the adult group and individual student are 57.1%, and 55.7%. Average attention times of the student group, family, adult groups are 34.0, 33.0, 31.6 seconds respectively, while that of individual student is 19.5 seconds. The decay times of each group shows the same patterns of average attention times. Both of attracting powers and average attention times of the student group and family group are high, while both of individual student are low. Tentatively, attracting powers of exhibition panels seems to be influenced more by topic types of panels, and holding power seems to be influenced more by group type. But these results are very limited and further studies are needed.