• Title/Summary/Keyword: 재관람

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Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

Design and Implementation of Museum Exhibition Contents Using Mixed Reality (혼합현실을 이용한 박물관 전시 콘텐츠의 설계 및 구현)

  • An, Sungwoo;Lee, Kyoungyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.111-113
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    • 2018
  • 박물관은 문화유산을 직접 확인할 수 있는 역사교육의 산실로서 매우 중요한 역할을 함에도 불구하고 관람객이 지속적으로 감소하여 왔다. 이에 대한 주요 요인으로는 전시내용의 고정 및 콘텐츠의 부족, 일방적인 정보 전달에 치중함으로써 관람객의 흥미 유발을 이끌어 내지 못하는 것을 들 수 있다. 일부 박물관은 모바일 장비를 이용한 가상 및 증강현실 관람을 도입하고 있으나, 기술적인 한계와 조작의 불편함, 몰입도의 부족으로 인해 큰 효과를 보지 못하고 있다. 본 논문에서는 관람객이 재방문하고 싶은 박물관을 만들기 위해 혼합현실을 기반으로 한 박물관 전시 콘텐츠를 제작한다. 제작된 콘텐츠는 혼합현실을 이용함으로써 가상, 증강현실 콘텐츠보다 몰입감과 현실감을 높일 수 있다. 또한, 관람객과 상호작용할 수 있도록 혼합현실 기반 웨어러블 기기를 사용함으로써 생생한 전시물 체험을 할 수 있다.

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Effect of Female Fans' Sport Consumption Motivation on Intention to Re-attend and Word of Mouth Intention According to Level of Team Identification (팀동일시 수준에 따른 여성 스포츠팬의 동기요인이 재관람의도 및 구전의도에 미치는 영향)

  • Rhee, Yong-Chae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.262-273
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    • 2007
  • The current study sought to acknowledge the female sport fan as a sport marketing segment. In order to do so, female sport consumption motivation was identified and among motivation factors, factors effecting re-attend intention and word of mouth intention according to level of team identification was identified. In order to accomplish the purpose a focus group interview was conducted concerning female sport fans, and a survey took place in Korean Pro-sport event collecting 300 data. Among 300 data 248 data were used for the analysis. Using Lisrel 8.7 and SPSS 15.0 correlation analysis, descriptive analysis, confirmatory factor analysis, and multiple regression analysis was conducted. The results of study are as follows, First, 9 female sport consumption motivation was identified and among these factors, skill, achievement, drama, and escape had a positive effect on re-attend intension. Second, among 9 female sport consumption motivations skill, achievement, and social factor had a positive effect on word of mouth intention. Third, among the motivation factors, factors effecting re-attend intention had difference on the level of team identification. Forth, among the motivation factors, factors effecting word of mouth intention had difference on the level of team identification.

A Study on the Haptic Characteristics of Netflix Original Movie (넷플릭스 오리지널 영화 <레베카>의 촉각적 특성 연구)

  • Son, Jihyun;Moon, Jaecheol
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.116-125
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    • 2022
  • Netflix Original movies have distinctive characteristics in that it is screened online only and viewers have to watch movies using their personal devices. By analyzing the haptic characteristics of Netflix platform from remediation perspective, we examine how Netflix hypermediacy haptic characteristics associated with clicking or touching expand to immediacy haptic characteristics, and compare the differences between Netflix original movie (2020) and film movie (1940). Through this, it points out the connection between the sense of the hand that requires clicking or touching and the description of the hand in Netflix original movie . As the individual interface of the personal device has been adjusted to make it possible to watch movies, the position of the hand becomes important in watching movies, and the hand plays an essential role in the beginning, middle, and end of the movie. Therefore, this study, which focuses on the haptic characteristics of Netflix original movie , is meaningful in that it studied the characteristics of the OTT original movie that was not previously covered and that the haptic characteristic plays an important role in the way of watching OTT contents.

Environmental Variation in Gossi and Gosu Caves, Korea (천연기념물 고씨굴과 고수동굴의 환경변화에 대한 연구)

  • Choi, Don Won;Kim, Lyeon
    • Korean Journal of Heritage: History & Science
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    • v.42 no.1
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    • pp.158-186
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    • 2009
  • The Gossi Cave, Natural Monument 219, extends horizontally for 3,388m with 215m elevation. 620m of the horizontal cave length was opened to the public in 1974. The Gosu Cave, Natural Monument 256, also was opened the public for only 685m of the horizontal cave length, 1,700m, in 1976 in order to preserve its ecological cave environment. The surface of the speleothems in two caves have been turning black due to pollutants after the caves were opened to the public. The degrees of temperature, humidity and partial pressure of carbon dioxide in the caves were related the seasonal variation. Specially, the value of partial pressure of carbon dioxide($CO_2$) in the cave higher in the summer than any other seasons. The partial pressure of $CO_2$ continues to build in the summer because of exceed the self-purification limit in the caves. The value of $CO_2$ variation in the caves was mainly controlled by the amount of visitors. As a result, we have to controlled the amount of visitors to preserve the cave environment.

A Study on Display Exhibition of Overseas Korean Cultural Heritage and Improvement Directions (국외문화재에 대한 디스플레이 전시와 향후 발전방향에 대한 연구)

  • Park, sung-hwan;choi, hee-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.89-90
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    • 2016
  • 지난 10월 문화재청과 KBS, LG전자가 공동으로 기획한 '다시 만난 우리문화 유산전'은 국외문화재를 울트라HD 영상으로 촬영하여 고화질의 디스플레이를 통해 국민들에게 국외의 문화재를 소개하였다. 국외문화재를 만으로 구성된 전시는 국민들에게 지금까지 볼 수 없었던 유물에 대한 정보와 이미지를 제공하여 국외 문화재에 대한 국민들의 관심을 이끌어 냈다. 하지만 관람 방법과 정보 전달적인 측면에서 한계가 있었다. 따라서 '다시 만난 우리 문화 유산전'의 사례를 살펴보고 관람 방법과 정보전달의 방법에 대한 보완점을 찾아야 한다. 앞선 전시에 대한 보완점을 전시에 적용한다면 국외에 있는 우리 문화재에 대한 지속적인 관심과 접근성을 높여 국외문화재에 대한 꾸준한 전시를 유도할 수 있을 것이다 또한 국외문화재를 학술적으로 폭 넓게 사용되어 활발한 연구가 진행되고 전시뿐만 아니라 다른 분야로의 확장을 이끌 수 있다.

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The Effect of flow experience of online Taekwondo demonstration on participation and re-visibility : For adult women (온라인 태권도 시범 공연의 플로우(Flow) 경험이 관여도 및 재관람의도에 미치는 영향 : -성인 여성을 대상으로-)

  • Seo, Eun-Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.415-424
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    • 2021
  • This study aims to identify the impact of flow experience on participation and re-view of online taekwondo demonstrations on adult women, and provide practical data to revitalize online taekwondo demonstration performances, promote visitors, and promote adult taekwondo trainees. Visitors who watched the "High Kick" online taekwondo demonstration performance performed by the Kukkiwon Taekwondo Demonstration Team were selected as a population, and a total of 248 copies of the data were finally used by distributing online questionnaires. First, the difference in flow, involvement, and re-visibility due to female visitors' experiences in taekwondo is the perception, time distortion, and involvement except pleasure factors among flow sub-factors. There is a difference in the factors of re-viewing. Second, among the flow factors of online taekwondo demonstration performances, the factors of attention, pleasure, and time distortion were found to have had a positive impact on involvement. Third, the flow factor of online taekwondo demonstration shows a positive effect on the intention of re-watching. Fourth, the level of participation in online taekwondo demonstrations has a positive effect on the intention of re-watching. The results of this study suggest changes in attitudes and behavior, such as increased involvement of female visitors and intention of re-viewing, and it is believed that online performances will help establish a new non-face-to-face cultural performance system.

A Statistical Analysis and Satisfactions Investigation of Visitors at the Goseong Dinosaur Museum (고성 공룡 박물관의 관람객 통계 분석과 만족도 조사)

  • Lim, Naghyeon;Kim, Kyung Soo;Kim, Tae Young;Kwak, Kwon Hee;Kim, Tae Hyeong;Lim, Jong Deock
    • Journal of the Korean earth science society
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    • v.38 no.7
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    • pp.581-597
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    • 2017
  • In this study, we conducted a statistical analysis to see how visitors were satisfied through experiences at the Goseong Dinosaur Museum, which is a representative natural history museum in the Republic of Korea. As a result, during the last 10 years (2005-2014) the total number of visitors to the Goseong Dinosaur Museum was more than 3,410,000 persons. The maximum- and minimum number of visitors per year was more than 440,000 and 300,000 persons, respectively. The annual average number was more than ca. 340,000 persons. Among the visitors, the number of individual visitors was more than 2,800,000 persons (82.0%) and the number of group visitors was about 610,000 persons (18.0%). As a result of the monthly visitor analysis, the maximum number of visitors was about 530,000 persons in August while the minimum number of visitors was about 140,000 persons in February. The visiting patterns of the individual and group visitors were different. There were the largest number of the individual visitors in August and the smallest number of them in December, whereas the largest number of the group visitors in October and the smallest number of them in February. The visitor's residence was generally proportional to the geographical accessibility and the number of people in their residence. The results showed that the degree of visitor's satisfaction using Likert scale was relatively high with the score of 4.1. However, the visitors recommended that some facilities should be improved. Regarding the number of visits and the intention of revisit, 102 persons (53.1%) of 192 made a visit to the museum more than two times, and 178 persons (89.9%) of 198 visitors would like to visit the museum again. It is recommended that the results of this study be used in developing a long term-plan or for the Goseong Dinosaur Museum.

Realization of Fairy Tale - Robot Aquarium Display System with Visitor Interaction (관람객과 상호 교감하는 전래동화-로봇의 수중무대 연출시스템 구현)

  • Shin, Kyoo-Jae
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.1180-1187
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    • 2018
  • This paper had implemented the underwater stage through interaction with fish robots and visitors in the background of traditional fairy tales using 3D floating hologram in an aquarium. The recognition of the object position of the spectator and the underwater robot were performed using the color recognition algorithm. Also, the position tracking algorithm was proposed to follow the object of the visitor and the original fairy tale. This experimental system consists of fish robot, camera, KIOSK for underwater robot control and beam project for underwater imaging. This experiment was carried out by the National Busan Science Museum, and it had satisfied the performance of the underwater stage.