• Title/Summary/Keyword: 관람환경

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The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

A Study on the Characteristic of Viewing Satisfaction and Viewing Behavior on the Exhibition Environment of Art Museum - Focusing on the exhibition spaces exhibit by flat works - (미술관의 물리적 전시환경에 대한 관람 만족도와 관람행태의 특성에 관한 연구 - 평면작품 위주의 전시공간을 중심으로 -)

  • Lee, Kyoo-Hwang
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.11-21
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    • 2012
  • In order to increase visitors' viewing satisfaction and viewing behavior in the art museum exhibit by flat works, it is necessary to analyze the characteristics of major evaluation factors, such as 'the number of artworks and their intervals', 'the space of exhibition and the size of walls', and 'compositional change of exhibition spaces', which have a close relationship with each evaluation factors, by focusing on artworks and exhibition space. Thus, to investigate how the characteristic differences of the major evaluation factors in art museums affect visitors' viewing satisfaction and viewing behavior, this study compared the related analytical indicators, and conducted a correlation analysis. The results of this study are summarized as follows: First, the degree of concentration on artworks (which has been selected as a collective assessment indicator of visitors' satisfaction) increased when the exhibition space of art museum is display by less artworks and they have big interval in the large wall. Second, visitors' viewing satisfaction and qualitative viewing behavior increased when the exhibition space of art museum are simple and they change to simpler step by step. These findings imply that there is a high correlation between visitors' visio-perceptual experiences and viewing behavior, and that visitors' viewing satisfaction and viewing behavior can be predicted partially in the certain exhibition environment from this correlation.

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A study on the Application of Augmented Reality Technology Exhibition Environment (증강현실 기술의 전시 환경의 응용에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.16 no.6
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    • pp.943-950
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    • 2015
  • In this study, we propose an annotation system exhibits a secondary role using augmented reality in the exhibition environment. Common methods that utilize the description of the picture or photo booklet or audio device to the exhibition and in the form of viewing the exhibits while people describe method is used. We are using augmented reality technology, in addition to these conventional methods to provide a variety of information about the exhibits utilizing text, photos, video and audio of the multimedia medium. Where visitors can use a smart phone in hand deulgoseo, the exhibition becomes a secondary role by applying the Augmented Reality technology in tablet-based devices.

Evaluation of thermal environment in large scale indoor space of the nation museum of korea (국립중앙박물관의 대공간 열환경 분석)

  • 황원택;조춘식
    • The Magazine of the Society of Air-Conditioning and Refrigerating Engineers of Korea
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    • v.28 no.1
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    • pp.16-24
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    • 1999
  • 박물관은 인류가 이룩한 물질문명과 정신문화의 집적을 특정한 주제를 중심으로 표현하는 문화공간으로서 한 나라의 문화수준을 측정할 수 있는 장소이며, 역사적으로 가치 있는 조형예술을 보존하고 계승할 수 있다는 점에서 중요한 의미를 지닌다. 현대사회에 들어오면서 박물관은 사회적 변화에 따른 가치관의 변화와 함께 관람자의 시각적 및 행태적 기능과 사회 문화적이고 사회 교육적인 기능을 통합하는 방향으로 나아가고 있다. 이에 대하여 자료를 가장 최적의 상태로 보관, 전시하여 보존에 가장 유리한 환경을 조성함과 동시에 이를 관람하는 사람들이 유물의 특성을 쾌적한 상태에서 쉽게 파악할 수 있는 환경을 조성해야 한다.

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A Study on the Relationship between Light Environment and Visitors' Behavior in a Museum - Focus on the Interpretation of Tracking Score and Tracking Frequency with Intensity of Illumination - (박물관 빛 환경과 관람행태의 상관관계에 관한 연구 - 조도에 의한 관람확률과 관람빈도의 해석을 중심으로 -)

  • Lee, Mi-Youn;Jung, Sung-Wook
    • Korean Institute of Interior Design Journal
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    • v.19 no.4
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    • pp.82-89
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    • 2010
  • The studies published up to now, related to the correlation between spatial structure and visitors' behavior in a museum are rather relatively lacking when it comes to the in-depth consideration for the effect of the actual exhibition environment. So the main purpose of this study is to define the correlation between the light environment and the visitors' behavior. Towards this end, this study uses 'space syntax' to quantify the spatial structure with 'integration', 'connectivity' and 'control value'. Meanwhile, 'tracking score' and 'tracking frequency' were selected as the scope among the indices of behavior's analysis. The results of this study are as follows; First, integration and correlation of tracking score and tracking frequency are lowest when it comes to the extra large historical museums where the difference of intensity of illumination by each convex space. Meanwhile, the most considerable effect is exerted by control value. Compared to tracking score, tracking frequency is closely related to 'syntactic variables'. Second, visitors do not take the short cut the dark exhibition space even when very dark exhibition spaces continue after passing through relatively bright space. Analysis of visitors' behavior by control value in the exhibition space composed of this type of intensity of illumination environment is not valid. Third, visitors move to relatively brighter transitional space compared to the exhibition space with low intensity of illumination when passing through dark exhibition continually. Meanwhile, when visitors pass through the exhibition space there is some difference intensity of illumination they move to relatively dark exhibition center among the subsequent exhibition spaces. Accordingly, when the composition of exhibition space that continues onto the environment of low intensity of illumination is inevitable, differentiating intensity of illumination appropriately would be effective in inducing visit to the subsequent exhibition space.

A Study on the Role of Art Museums and Experience of Museum Visitors Based on Social Platform (미술관의 소셜플랫폼 역할과 관람객 체험)

  • Koo, Bokyung
    • Trans-
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    • v.9
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    • pp.67-92
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    • 2020
  • The development of social platforms and digital technology has promoted the age of the communication in our society. As online communication has become commonplace, expressing feelings, thoughts and experiences on the Internet has become an everyday routine. Among them, SNS is one of the representative platforms for expressing oneself easily and interacting with other users. The way of communicating with the SNS about what they did and what experiences they experienced from one's everyday lives became more common. As a result, the museum makes various efforts to enhance visitors' attention and interest with the use of SNS. It provides a content-based programs and museum environment that allow visitors to enjoy playing and learning at the same time. This study will explore not only a simple appreciation, but also the way of communicating to everyday life in terms of the changes for museum environment through the development, implementation and adaptations of digital technology. Through this, mobile-based communication with SNS provides various values and quality of museum visit, can be completed with meaningful museum experience, and various roles and functions of the museum are examined in terms of social platform of experience.

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Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

Utilization of Local Cultural Resources Based on the Concept of Ecomuseum - Focused on Cheorwon, Gangwon Province - (에코뮤지엄에 토대한 지역문화자원의 활용 방안 - 강원도 철원군을 중심으로 -)

  • Kim, Jin-young
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.209-210
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    • 2012
  • 철원군은 군사문화유적지와 더불어 과거 태봉국의 도읍지로서 한 시대를 풍미했던 역사문화유산이 살아 숨 쉬고 있는 우리역사의 장이다. 또한 청정지역의 이미지는 생태 관광지로서의 가능성을 보여주고 있다. 이에 따라 본 고에서는 에코뮤지엄(ecomuseum)의 개념을 토대로 철원군의 지역문화자원을 활용하는 방안을 제시하려고 한다. 연구의 이론적 바탕이 될 에코뮤지엄은 기존의 박물관처럼 한정된 공간 내에 수집품을 모아놓고 관람객을 끌어들이는 것이 아니라 지역 전체를 하나의 박물관으로 구성하는 새로운 형태의 박물관이다. 따라서 지역의 문화유산, 생태 환경, 관광자원을 포함한 포괄적인 유,무형의 자원이 모두 에코뮤지엄의 요소가 될 수 있으며, 관람객은 주변 환경과 일체가 되어 직, 간접적인 체험을 공유한다. 지역 주민은 적극적인 역할을 수행함으로써 지속적으로 지역의 개발과 보존에 주체적으로 참여하게 된다. 이러한 관점에서, 지역의 다양한 문화자원을 바탕으로 한 에코뮤지엄은 철원군의 지속가능한 경제 활성화에도 기여하게 될 것이다.

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Estimating the Vewing Value, Landscape Value, and Net Visit Value of Windpower Turbines in Mountain Areas in Korea Using a Choice Experimentation Method (선택실험법을 사용한 풍력발전소의 산악지역 방문가치 영향 추정: 관람가치, 경관가치, 그리고 순방문가치)

  • Han, Taek-Whan
    • Environmental and Resource Economics Review
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    • v.27 no.3
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    • pp.421-461
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    • 2018
  • Windpower turbines have positive values for visitors with regard to tourism and learning. On the other hand, it is clear that windpower turbines have negative impact on the landscape, particularly when the level of landscape is high. The impact of windpower turbines on the visitor's value is composed of two elements: the viewingvalue which is independent of the level of landscape and the landscape value which varies with the level of landscape. The net visitor's value of windpower turbines is the sum of these two values with opposite signs. This study used a choice experimentation method to value the impact of windpower turbine construction in the mountainous area in Korea. This study estimated the viewing value, the landscape value and the visit value as the sum of the two values. The estimated results demonstrated a significantly positive viewing value, a significantly negative landscape value, and weakly negative net visit value in average.