• Title/Summary/Keyword: 미술전시공간

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The Connection Program Displayed by Art Museum for a Public Cultural Life (일반인의 문화생활을 위한 미술관 전시 연계 프로그램)

  • Choi, Eun-Hui;Song, Seung-Keun;Lee, Jin-Ho;Jeong, Hee-Kwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.179-180
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    • 2013
  • This study aims to make continuedly the community culture and art development to promote the use of a cultural facility through the art program of an art museum. This increases the satisfaction of the citizens' life by it and excavates the faithful users' culture and art. It contributes the culture and art development of Pusan in the future. We analyzed the data of the social index related Pusan's culture and leisure to investigate the basic concept of art museum education based on previous research. We reviewed the degree of use of facility for culture and art based on it. We present a community culture and art development plan through connection program displayed art museum. We expect the basis to increase the community culture level in Pusan.

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An Exploration of the Relationship Between Virtual Museum Exhibitions and Visitors' Responses (미술관, 박물관 가상전시디자인에 대한 관람객의 반응연구)

  • Park, Nam-Jin
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.181-190
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    • 2006
  • This study began with an assumption that virtual museum exhibitions will continue to be created in the future and more knowledge is required about designing effective virtual exhibit designs. This study explored the relationship between virtual exhibitions and visitor's opinions following the viewing of the virtual exhibit in order to determine the components of a well-constructed virtual exhibit design. To address the research problem, this study explored two aspects of virtual exhibit design: 1) what are the components of a well-constructed virtual exhibit, 2) how does viewing the virtual exhibit change visitors' opinions about both physical and virtual museum experiences. The methodology of the study employed surveys, interviews and observations as instruments of data collection. Twenty-five participants were given a survey prior to their viewing of the on-line exhibit, then they were given the opportunity to view the web-site and finally surveyed regarding their opinions. From the 25 participants, six were selected for observation to record behavior exhibited while they viewed the site. In addition, five were interviewed for a better understanding of their responses to various aspects of the virtual exhibit experiences. Data from the surveys was tabulated for descriptive percentages in order to identify numerical patterns of relationship. Observation data was analyzed for simple frequencies in categories of responses and interview data was tape recorded and transcribed into text files. Based on study results, recommendations were made for the future role of interior design in virtual space that stands independent from a physical building and resides only on the Internet.

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명품코리아 I - 음악.미술품 감상하러 병원가다

  • 사)한국건설안전기술협회
    • Journal of the Korea Construction Safety Engineering Association
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    • s.48
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    • pp.32-37
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    • 2009
  • 문화마케팅이 가장 활발하게 펼쳐지고 있는 곳은 어디일까. 백화점 스포츠센터 웨딩홀 이제 그 대답을 병원에서 찾아야 할 것 같다. 건국대학교를 비롯해서 현대아산병원, 삼성병원, 세브란스병원, 국립의료원, 경희의료원 등이 음악회를 여는가 하면 미술전시 공간을 마련해 놓고 환자는 물론 지역사회를 위한 문화공간을 제공하는데 앞장서고 있다. 우리가 살아가는 데 그리 익숙하지는 않은 곳이나 몇 번씩은 꼭 찾게 되는 곳 "병원"의 변신. 우리에겐 매우 반가운 현상이 아니겠는가.

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Analysis of Digital Exhibitions Reflecting Participation Experience of Visitors in Digital Exhibition Space (디지털 전시 공간에서 발생하는 관람자의 참여 경험이 반영된 디지털 전시의 분석)

  • Park, Si-Eun;Sung, Junghwan
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.336-344
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    • 2018
  • This research proposes a suitable classification and analysis standard for digital exhibition to analyze digital exhibition. Through the previous studies on digital exhibition classification, the necessity of the new standard is suggested and the analysis standard which can be easily applied to the change of concept and form of the newly emerging digital exhibition is established. Digital exhibition should take into account the elements of audience participation that naturally arise from exhibition planning and interactive storytelling format. Classification and analysis of existing digital exhibition spaces are conceptual classification based on keywords. This is because traditional exhibition methodology has been applied in the process of classifying exhibitions and works. However, in digital exhibitions, the interactive aspect between exhibition space, works, and visitors become so important that it is necessary to perform a performative classification between the works and the audience in the digital exhibition. Accordingly, the way of participating directly or indirectly in the exhibition classification should be considered based on what the audience feel. In this research, the interpretation of the classification and composition of the exhibition is based on Benjamin's argument which the classification of the sensory experience of the audience and 'Aktualisierung' closely related to the interaction with the audience. We also present analysis standard for digital exhibition according to the structure of the art exhibition narrative based on the narrative structure of Chatman. This classification methodology will provide the exhibition information in a way that can be easily understood by the visitors and it will be a precedent research that secures the expansion and accessibility of the digital exhibition.

A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

Design and Implementation of a Web-based 3D Virtual Gallery using Panorama Images (Panorama 영상을 이용한 Web기반 3D 가상 Gallery의 설계 및 구현)

  • 김응곤;박경남
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.655-664
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    • 2002
  • In this paper, we implemented a web-based 3D virtual pottery gallery Using VR authoring tools. With this system, we expect to cause learning motives and Provide more realistic and interactive learning space. Out system was implemented by making panorama images and 3D object modules using Photo Vista. Object Modeler and Reality Studio. Users can connect to this web site(http://artstory.x-y.net), rotate a pottery panoramically, and zoom it in or out. We designed this virtual gallery can have beneficial influence on students' aesthetic aspects through realistic work appreciations in their art education processes.

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A Study on Artists' Cinema -Focusing on Eija-Liisa Athia's Consolation Service- (아티스트 시네마에 관한 연구 -엘리자-리사 아틸라의 <상담 서비스>를 중심으로-)

  • Yoo, seung-yon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.199-200
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    • 2018
  • 오늘날 미술관에서 멀티스크린 기반의 영상설치 작품을 접하는 것은 어려운 일이 아니다. 이와 관련해 갤러리 영화, 전시의 영화, 다른 영화 등과 같은 용어와 담론들이 있다. 본고에서는 최근 많이 사용되는 '아티스트 시네마'라는 용어를 사용 한다. '아티스트 시네마'를 영화이론(Film Theory)과 미술사(Art History)의 맥락이 교차하는 지점에 두고, '아티스트 시네마'가 경유하는 영화적 요소들과 현대 미술적 요소들을 엘리자-리사 아틸라의 <상담 서비스>(1999)를 통해 분석한다. 분석의 단계는 첫째, 내러티브를 구성하는 '프레임 안의 내용', 둘째, 영상 설치 작품을 구성하는 오브제와 작품이 놓인 미술관이라는 '프레임 밖의 맥락', 셋째, 관람자의 시간적, 공간적 경험이다. 이를 통해 '아티스트 시네마'와 미술관이라는 시스템이 가지는 비평의 지점에 관해 생각해 보고자 한다.

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한국의 명소 - 홍대 앞 예술시장 '프리마켓'

  • Jeon, Jin-Sam
    • Journal of the Korea Construction Safety Engineering Association
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    • s.45
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    • pp.48-53
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    • 2008
  • 대통령자문 건설기술 건축문화선진화위원회가 이례적으로 건축물이 아닌 작품을 선정했다. 젊은 아티스트들의 작품을 전시. 판매하고 다양한 공연도 펼치는 홍대 앞의 명물 '프리마켓(www.freemarket.or.kr)'이 바로 그것이다. 일상 예술창작센터가 운영하는 프리마켓은 생활창작 아티스트 100여명이 만든 예술성을 지난 독창적인 생활용품과 장신구 미술작품 등을 전시 판매하는 곳으로 홍대 앞 어린이 놀이터 '홍익어린이공원'내에 매주 토요일 오후에 운영도는 거리 마켓이다. 유럽등지에 성행하는 Flea market(중고물품이나 생활용품을 교환 매매하는곳)과는 완전히 다른 개념인 free market 즉, 창작품과 창작행위가 펼쳐지는 예술시장인 것이다. 따라서 이곳을 찾은 외국인들은 그들 나라에서 보아왔던 Flea market로 착각하는 일도 흔히 발행하기도 하지만 어쨌든, 도심 속 외진 곳에 버려질 뻔했던 공간이 새롭게 태어나고 있는 점에서 매우 관심을 갖게 하는 곳이다.

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