• Title/Summary/Keyword: 관람환경

Search Result 195, Processing Time 0.024 seconds

An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.1
    • /
    • pp.457-466
    • /
    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.

The effect of Art Experience on Consumption of Art and Culture: Focusing on Art Exhibition Visits (문화예술 경험 요인이 문화예술향유에 미치는 영향 - 미술 전시회 관람을 중심으로 -)

  • Lee, Ah Young;Kim, Bumsoo
    • Korean Association of Arts Management
    • /
    • no.58
    • /
    • pp.89-119
    • /
    • 2021
  • This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.

Movie Factors Affecting Satisfaction of 3D Stereoscopic Movie Audiences (3D입체영화관객의 만족에 영향을 미치는 영화적 요인)

  • Yun, Jae-Sun;Lim, Chan
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.106-117
    • /
    • 2011
  • The purpose of this study is to examine factors that affect 3D stereoscopic movie audiences' satisfaction in Korea, and to provide strategic solutions to improve audiences' satisfaction. According to study about movie audiences' satisfaction, factors that affect movie audiences' satisfaction are separated to movie internal factors, movie environmental factors and movie audience factors. And leverage of movie internal factors is bigger than either. But 3D stereoscopic movie is different from ordinary movie in shooting, screening, seeing and recognizing method. So it is expected that movie environmental factors and audience factors' influence is bigger than internal factors. So this study carried out a survey targeting 3D stereoscopic audiences. Main result of this study are shown as follows. First, the method to reduce visual fatigue is necessary for satisfaction. Second, it is required that improvement method of seat arrangement to provide high quality 3D stereoscopic contents. Third, level of 3D stereoscopic movies' price need to adjust to valid level.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.91-102
    • /
    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

A Study on the Space Planning of Culture Contents Exhibition Hall (Based on case study) (문화콘텐츠 전시관 공간기획에 관한 연구)

  • Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • v.12 no.5
    • /
    • pp.435-442
    • /
    • 2014
  • This study investigated many factors which had to be considered importantly in space planning for the cultural contents exhibition hall on the basis of establishment cases at this time that cultural contents were considered very importantly in the national economy. It must be a priority to set up the concept of the exhibition space which can encompass exhibition spaces, exhibits, the approach to experience exhibitions and others for the effective planning for exhibition spaces showing cultural contents. Visitors' moving lines should be planned based on that concept setting. It is necessary to reflect human attributes that people detect environmental information and perceive the environment through their sensory organs and plan moving lines considering visitors' cognitive, emotional and psychological factors which they can feel according to the temporal order. In addition, this study led visitors to respond exhibits through their five senses and increased the effects that visitors appreciated exhibition spaces, actively getting out of the way that visitors experienced exhibitions, which might be limited to sight. This study will be able to provide specific space planning methods related to the establishment of cultural industry-based professional exhibition halls which have been increased day by day at this time that culture-based industries are considered to be important. Moreover, it will be helpful in reducing the trial and effort factor in the exhibition hall establishment project.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.3
    • /
    • pp.45-58
    • /
    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.611-612
    • /
    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

  • PDF

Annotation System using Spatial Augmented Reality Display with Half-slivered Mirror (반투영 거울 기반 공간 증강 현실 환경의 전시물 안내 시스템)

  • Kim, Jung-Hoon;Lee, Young-Bo;Park, Hyun-Woo;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.13 no.1
    • /
    • pp.37-45
    • /
    • 2008
  • This paper proposes a half-silvered mirror display system designed to demonstrate useful information about things on display into the air. It helps the spectators gain quick access to information near the area where the things are put on display. This paper deals with three matters: First, tracking based on camera images created in real time enables the provision of information about the things that are both still and moving. Second, as information is output based on the real-time coordinates of things on display, the parallel processing-based tracking algorithm is used to ensure smooth transfer. Third, a half-mirror is placed in front of the display area to establish an augmented reality system and visual distortion caused by mirror angle is adjusted by the reflection transformation matrix. The objectives of this system are to arouse the spectators' interest in things on display and offer easy and quick access to information about them.

  • PDF

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.18 no.1
    • /
    • pp.59-69
    • /
    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

ubiGuide: Intelligent Guide System Using Nonintrusive Augmented Reality Techniques (ubiGuide: 비간섭 증강현실 기술을 이용한 지능형 가이드 시스템)

  • Jin, Yoon-Jong;Park, Han-Hoon;Noh, Sung-Kyu;Choi, Hee-Jun;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.643-648
    • /
    • 2007
  • 유비쿼터스 컴퓨팅 기술이 문화예술 분야에 접목되면서 수동적이었던 전시 관람 형태가 능동적인 관람 형태로 바뀌고 있다. 특히, 지능형 가이드 시스템의 등장은 기존의 관람 문화를 크게 변화시켰다. 지능형 가이드 시스템이란 사용자에게 전시물에 대한 정보 및 전시장의 위치 정보를 제공해주는 시스템을 말한다. 현재 상용화되고 있는 지능형 가이드 시스템은 크게 휴대폰, PDA, 게임기 등의 휴대형 장치 기반의 가이드 시스템과 HMD와 같은 착용형 장치 기반의 가이드 시스템으로 나뉠 수 있다. 본 논문에서는 이러한 현재 상용화된 시스템들의 한계(예를 들어, 특정 장치를 직접 착용 혹은 소지해야 함)를 서술하고, 이를 보완하는 프로젝터 기반의 가이드 시스템에서 더 나아가 임의의 공간에 원하는 전시물 구성, 설치 등을 신속, 정확하게 수행하는 지능형 가이드 시스템을 제안한다. 프로젝터 기반의 지능형 가이드 시스템은 기반 기술로 지능형 프로젝션 기술을 필요로 하는데, 이는 임의의 환경에서 임의의 위치에 다수의 사용자에게 고화질, 대화면 영상 정보를 제공해 준다. 그러나, 기존의 지능형 프로젝션 기술은 성능 및 안정성을 위해 대부분 가시적인 패턴 및 마커를 사용하는데, 이는 사용자에게 제공되는 정보를 관찰하는 데 방해가 될 수 있다. 본 논문에서는 사용자의 관점에서 유용한 비간섭 지능형 프로젝션 기술을 사용한다. 즉, 본 논문에서는 마커나 패턴을 사용함으로써 정확성이나 안정성은 보장하지만, 마커나 패턴을 은닉하여 사용자의 눈에 띄지 않도록 함으로써, 사용자는 원하는 정보를 아무런 방해 없이 제공받을 수 있다. 제안된 시스템을 미술 작품 감상을 위한 가이드 시스템으로 적용해 본 결과, 사용자는 자유로운 환경에서 자신의 위치나 작품에 대한 설명을 대화면으로 제공받으면서, 편안하게 그림을 감상할 수 있었다.

  • PDF