• Title/Summary/Keyword: 박물관 성과

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Influence of Service Quality and Visit the Motivation on Visitors Satisfaction, Behavioral Intention in Museum. -Focused on National Museum of Korea (박물관 서비스 품질과 방문동기가 관람객 만족도, 행동의도에 미치는 영향 연구 -국립중앙박물관을 중심으로)

  • So, Eun-Hye;Lee, Kyoung-Rul
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.515-527
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    • 2014
  • The purpose of the study is to find factors to measure Museum Service Quality (SERVQUAL) and Visitors' motivation. The survey was analyzed with 214 questionnaires out of 230 ones and it was conducted by those who have once visited the National Museum of Korea. Pre-test was conducted from May, 2013. Deriving adequate Service Quality Measures in Museum, factor analysis was applied. From 29th of July 2013 to 23rd of August 2013, surveys were conducted through online and off-line. Using the SPSS 20.0 statistics, Population analysis was applied frequently. In order to ensure the reliability, cronbach ${\alpha}$ value was evaluated. Fit of the research model and the suitability of the path coefficients were evaluated through AMOS to ensure the validity and reliability. As a result, in terms of Analysis on Service Quality, it influenced significantly on the degree of satisfaction. Visitors' motivation also had partial influence on the degree of satisfaction. Moreover, Behavioral Intentions were also influenced by the degree of satisfaction.

An Analysis of Domestic Research Trends on Museum Lighting (박물관 조명에 관한 국내 연구 동향 분석)

  • Kim, Jiwon;Kang, Daiill
    • Korean Journal of Heritage: History & Science
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    • v.52 no.3
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    • pp.188-199
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    • 2019
  • In this study, research trends were investigated by examining important academic research on museum lighting that has been carried out in Korea over the past 30 years. The aim was to highlight important studies conducted in Korea on material deterioration caused by museum lighting and to examine the current status of research on LED light sources to provide direction for future research. The ultimate goal of studies on museum lighting is to improve the long-term conservation effects, and this study examined the latest light sources of each era. Prior to the 1990s, the effects of light sources on relics were assessed by investigating incandescent light bulbs and fluorescent lamps, the first museum exhibition lighting. Then in the 1990s, the introduction of halogen lamps and HID lamps led to the analysis of the characteristics of a light source itself and the introduction of illumination standards. In the 2000s, the lighting environment of museums was investigated based on the characteristics of the light sources that had been studied, and in terms of preservation, research was conducted not only to improve the conservation of relics but also to improve the sentiments of visitors. After 2010, LED lamps were introduced; therefore, material deterioration studies on LED lamps were expanded. During this period, enhancements to LED light sources were made, such as reducing the blue spike area and increasing color rendering. With the development of lighting used in museums and art galleries, the direction of the display preservation criteria has led to the need to prepare advanced standards, covering all aspects from the center of illumination to the consideration of the color of an object and the speed of radiation from the light source. Regular studies of museum lighting in a long-term perspective should be planned to standardize the more advanced conditions of material discoloration.

A Study on Intention to Use of Smart Tourism Contents through Extended Technology Acceptance Model: Case of Visitors to the National Museum of Korea (확장된 기술수용모델을 적용한 스마트관광 콘텐츠 사용의도에 관한 연구: 국립중앙박물관 방문객을 중심으로)

  • Jeong, Eun-Seong;Choi, Sa-Ra;Son, Min-Young
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.115-123
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    • 2021
  • The primary purpose of the study is to investigate museum visitors' intention to use of smart tourism contents by applying the extended technology acceptance model. The study conducted an online survey of a convenience sampling of individuals who visited the National Museum of Korea, and it conducted confirmatory factor analysis and structural equation modelling to test hypotheses of the study. The results showed that information quality of immersive digital gallery in the National Museum of Korea had a significant regression weight on both perceived ease of use and perceived usefulness, and perceived ease of use had a significant regression weight on perceived usefulness. Moreover, both perceived ease of use and perceived usefulness had a significant regression weight on intention to use. The findings indicate that it is necessary to develop smart tourism contents with easily accessible and usable digital applications for promoting smart tourism in the museum.

The Classification System and its Code on Archives of the Government-general Museum of Joseon in the National Museum of Korea (조선총독부박물관 문서의 분류 체계에 대한 시론)

  • Oh, Youngchan
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.96
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    • pp.181-208
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    • 2019
  • This paper presents a new classification and code system on the Archives of the Government-general Museum of Joseon in the National Museum of Korea. Three points were noted that since the Museum belonged to the Government-general of Joseon, the classification system of the Archives should be established to comply with the Archives system of the Government-general of Joseon; based on the concept of the functional provenance, it is necessary to establish a classification system in accordance with the organization structure of the Government-general Museum of Joseon; a systematic and simple classification codes should be given based on the classification system to improve the convenience of searching and using the official document. The classification system and its code are proposed in the order of major function, medium function, small function, and detailed function. The major function of the Archives is 'A-Educational affairs', medium function 'Museum.' The small function may be divided into General affairs (01), Temple (02), Scenic Spot and Natural Monument (03), Historical Site (04), and Museum (05). The detailed function and detailed sub-functions are categorized by the various work assignments in each work units. I hope that this new classification system will make a contribution to organizing and utilizing the Archives of the Government-general Museum of Joseon in the National Museum of Korea.

Hands-On Exhibitions of Regional Science-Museum (지역박물관의 활성화를 위한 어린이 체험전시)

  • Kim, Jin-Hyung
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.402-405
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    • 2009
  • 지역 박물관은 대도시의 대규모 박물관에 비하여 전시물의 양과 질 그리고 관람객의 접근성에 있어서 열세에 있다. 이러한 가운데 최근 과학기술 문화사업 시행계획에 의한 중점 추진 전략으로써 지방 테마과학관 지원사업이 실행되고 있다. 지역 박물관중 특히 과학관은 어린이와 청소년층의 교육에 크게 도움이 되는 전시를 특징으로 하며 현재 세계 각국에서 다양한 주제로 관람객의 방문을 유도하고있다. 현재 우리나라의 지방 과학관은 주제의 편협성과 규모의 열세 등의 약점이 있는데 이러한 부분을 보완할 방안으로써 체험전시를 통한 어린이와 청소년 계층의 이용 활성화를 유도하여 지역 문화 발전과 관광객 유치에도 도움이 되리라 보는 바이다.

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A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Study of Building Digital Capacity of Museum Professionals through the Use of Virtual Museum (가상박물관 활용을 통한 박물관 전문인력의 디지털 역량 강화 방안 연구)

  • Kim, Seon-Mi;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.39-46
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    • 2022
  • The overall digital transformation in society is rapidly progressing with the corona virus epidemic. In particular, in the field of cultural heritage and museums, digital transformation is taking place throughout the preservation, management, and utilization of cultural heritage. To respond to this, the importance of cultivating the digital literacy of museum professionals to select and utilize digital cultural heritage information is increasing. However, the current digital capacity education of museum professionals has not reached the cultivation of digital literacy due to one-way theory and one-way practical education. To overcome this, we propose a digital capacity building program using virtual museums. We propose a curriculum based on participatory museums, cooperative learning, and project-based learning theories. Learners experience the entire process of acquiring, selecting, and utilizing digital cultural heritage information through individual, cooperative, constant, exhibitions, and project-based learning programs. We were evaluated by experts in terms of education, museum education, and ICT technology education to prove its usability and derive improvements. This study will contribute to building the digital capacity of museum professionals.

A Study on customer experience centered innovation model for culture and arts organizations - Centered on museum service - (문화예술 기관의 고객경험 중심 혁신모형 연구 - 박물관 서비스를 중심으로 -)

  • Ahn, Jinho;Kim, Yeunhee
    • Journal of Service Research and Studies
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    • v.11 no.1
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    • pp.21-30
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    • 2021
  • This study examined methodologies for establishing a customer experience-focused innovation strategy, which is essential to transforming existing collection and preservation-oriented museum service into a visitor-oriented service. To this end, a review of studies examining good customer experience and bad customer experience was conducted, focusing on change in museum environments and customer experience from the service science and customer experience management perspectives. Research was conducted to present and prove. Implementing a customer experience-oriented innovation strategy in a museum requires exploring the various approaches that can be used to reach the target state from the present state, focusing on the customer, and selecting the most appropriate transformation plan. This study found that effective approaches are distinguished by the fact that they generate positive emotions in customers and use customer experience data to make important decisions regarding the establishment of practical resources in museums. This innovation model was developed and validated by analyzing how it differed from existing evaluation methods. Finally, a regression analysis using the customer experience measurement procedure, customer experience diagnosis/evaluation, customer experience innovation strategy, and museum performance as variables revealed a significant causal relationship.

A Study on the Use Experience of Museum Interpretation System (박물관 해설 시스템의 사용체험에 관한 연구)

  • Zhao, Zihan
    • Journal of Communication Design
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    • v.65
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    • pp.530-538
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    • 2018
  • Recently, museums are attracting the attention of visitors and society. However, research on museum interpretation conducted at domestic and foreign is relatively limited. The plan design of the museum commentary system was mainly based on the perspective of the experts, and most of them do not reflect the desire of the visitors. This study focused on visitors' experience of using museum Interpretation system. Through analyzing the effect of the Interpretation system of the museum that the visitor feels, we examined whether the Interpretation system of the museum meets the cultural needs of the visitors and identified the problems and deficiencies in the system. After that, the problems were rearranged and suggested the main elements of the commentary system of the museum finally, so as to help improve the museum commentary system and the educational function.In the first part of the study, the four major explanatory methods existing in the museum were confirmed. After that, we conducted in - depth interviews on four types of commentary methods and collected existing problems and deficiencies. The results of the type analysis were grouped into 14 types and the questionnaire was used to conduct a general survey on 14 problems. In this study, the user 's discomfort and problems were identified in the museum Interpretation system, and based on this, five key elements necessary for the museum Interpretation system were derived. Among them, inhalation is the weakest element in the museum commentary system, and future research will be conducted on how to apply each factor. I hope that you will be a reference material when you carry out research on the optimization of the Interpretation system of the museum and the improvement of the Interpretation experience.

An Examination of the Characteristics and Manufacturing Techniques of Joseon-era Metal Bullets (조선시대 금속제 탄환의 특징과 제작기법 검토)

  • Choi, Bo Bae;Lee, Hye Jin;Kim, Myung Hoon;Jeong, Hyeon Jin
    • Conservation Science in Museum
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    • v.28
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    • pp.65-88
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    • 2022
  • The characteristics and behavior of bullets are important because they are directly related to the firearm performance. However, research related to bullets have been small. In this paper, scientific analysis was conducted to find out the materials and manufacturing process of metal bullets during the Joseon Dynasty, owned by Korea Army Museum, and the types of firearms available were classified and organized according to the bullet diameter. As a result, bullets were classified into iron bullets, lead bullets, and lead-coated iron bullets. Most of the iron bullets and lead bullets were made from casting. Some iron bullets were made from forging. And the lead-coated iron bullet was made by pouring molten lead after putting the iron bullet into the mold. Finally, the bullets could be used for Hand Cannon, Matchlock Musket, Frankish Cannon, Hyeon-ja Cannon, Dae-Wiwon Cannon, Small Cannon, and Hong-Yi Cannon.