• Title/Summary/Keyword: 전시 프로그램

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A Study on Utility of the Specialized Exhibition Using IT Technology - Focussing on Attendees including On-line Invitation Visitors - (IT기술을 이용한 전문 전시회의 효용성에 대한 연구 - 온라인 초청 관람객을 포함한 관람객을 중심으로 -)

  • Kim, Young Soo;Joe, Yong Geun;Jang, Yoon Jeong;Yoo, Hee Eun;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.21
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    • pp.105-116
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    • 2015
  • This study intended to give helps in planning a specialized exhibition by carrying out a survey objecting to KOREA PACK 2015 attendees including visitors who possessed mobile coupons after finishing advance registration through on-line, and then investigating, analyzing satisfactions of attendees together with effects of the specialized exhibition using IT technology. As a lot of relevant preceeding researches have been made by focussing on exhibition organizer and exhibitors, the viewpoints of attendees at the specialized exhibition using IT conversing technology such as mobile and etc. were to be investigated and analyzed. Thus, this research tried to do an empirical identification on effects of the exhibition by analyzing relations between its watching forms and satisfactions including a survey on the on-line PR route utility of IT technology in addition to visiting motives of attendees who watched the exhibition. A summarization of the current study is followed: First, in case of attending in the exhibition for specific purposes, they searched related information positively, and were shown as doing information gathering behaviors and also high possibility on purchases was confirmed. Second, it was confirmed that positive attendees had decision-making on purchases. This finding means that attendees who watch the specialized exhibition have authority and responsibility of being able to purchase in many cases, so methods of improving sales by effectively doing PR on own products and technical competitiveness in the exhibition are necessary to exhibitors. Third, attendees who have specific purposes showed higher satisfactions on the exhibition than general visitors, but satisfactions on consultation, staff attitudes, and facility were turn out to be higher than providing related information on products or technology. Accordingly, the necessity of improving this outcome was confirmed. Therefore, exhibitors have to endeavor in providing more advanced services to attendees of the exhibition by grasping technical trends in advance as well as cultivating professional staff who can promote products well.

A Study on the Response of Visitors Who Experienced Art Museum Docent Guide: Based on the Phenomenological Methodology of Giorgi (미술관 도슨트 안내를 경험한 관람객 반응 연구 - 지오르기(Giorgi) 현상학적 방법론을 사용하여 -)

  • Park, Sujin;Ko, jeongmin
    • Korean Association of Arts Management
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    • no.57
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    • pp.5-32
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    • 2021
  • The purpose of this study is to find out what kind of experience docent programs provide to visitors in museums by means of Giorgi's phenomenological method. In-depth interview was conducted with 6 visitors who had experienced firsthand. As a result of the coding based upon Giorgi's method, it was divided into 6 categories and 21 subcategories, and the following results were obtained. First, the reason that the subjects of the study participated in the docent program was due to factors such as information, coincidence, induction of companions, and habits. Second, from participating in the docent guide, they felt that the docent led them to actively visit the exhibition, get the educational effect, and generate interest and curiosity. Third, looking at the reaction after participating in the docent guide, in addition to the positive influence, the docent's reading-like explanation and the problem of the microphone facility were negative experiences. Through this study, it was confirmed that there were many visitors who recognized that the docent guide was helpful in viewing the exhibition and experienced positive reactions. In addition, in the evaluation of the commentary of docent, there was a difference of views between art-related majors and non-majors. In addition, as a result of analyzing the participants' experiences according to Holt's frame of experiential consumption, it was found that the docent experience was a comprehensive consumption behavior appearing in all four fields.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Development of KOPRI's Experiential Field Trip Programs for the Spread of Polar Science Culture (극지과학문화 확산을 위한 극지연구소 체험형 견학 프로그램 개발)

  • Jung, Chanmi;Choi, Kyoulee;Baek, Eunjoo;Paik, Hee Su
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.1-14
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    • 2020
  • The goal of this study is to develop a hands-on type polar field trip program to inform the importance of the recent polar research and to contribute to the spread of polar science culture. For this purpose, the direction of program development and field trip course were established based on the current Korea Polar Research Institute tour program and research exhibition facilities analysis. Based on this, a total of 6 types field trip programs were developed, including one basic tour program and one optional experience program for the overall introduction of polar research institutes and polar science fields, and four optional experience programs for each education participant that enables field trips and professional experiential learning activities by polar science field. The developed program was revised and supplemented through a total of two trials, and a field trip program manual was produced, including guidance scripts, experience kits, activity sites, and instructor guides for each field trip. At the end, a follow-up study was proposed based on the significance and research results of the developed program.

A Study on the Reading Effectiveness of School Library Event Collection Programs: Focusing on Korean History (학교도서관 이벤트컬렉션 프로그램의 독서 효과에 관한 연구: 한국사 분야를 중심으로)

  • Lee, Eunjung;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.73-110
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    • 2017
  • This study explores the effectiveness and applications of event collection programs, which are integrated programs with event experience and collection experience as a cooperation model that combines school education and library resources as course-related materials. For the purpose, a triangulated analysis with both quantitative and qualitative data was conducted. As a result, This study examined an event collection program's effectiveness which were positive effects on the participated students' reading and perceptions on the roles of their school libraries. The event collection supported the students to self-construct their knowledge by exploring information with the provision of a collection with various materials on a topic, which would be hardly provided within the traditional library subject classification, and that the event collection program could be a useful tool for self-directed reading due to its promotion of interaction, sharing, and participation among materials and the participated students by functional factors of experiential marketing.

Case Studies on Special Programs in Elementary School Media Centers in Texas, U. S. A. (미국의 초등학교 도서관 특별 프로그램에 관한 사례 연구: 텍사스 주를 중심으로)

  • 정연경
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.13 no.2
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    • pp.221-242
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    • 2002
  • This study is about special programs for elementary school library media centers in Texas in the United States, that can be used as a way of activating the school library media center programs. Various special programs of the seven elementary school library media centers in Texas were selected for case studies and the types, purposes. frameworks, effects of the programs and the subjects were analyzed. Special programs were provided for exhibits and displays, featured speakers or entertainers, learning centers, demonstrations, and media in conjunction with book fair and curriculum. And the purposes of the programs were to support and enhance the curriculum. to provide personal enrichment and to provide professional development for teachers. The frameworks for the program were the special target group, curriculum needs, special theme. interest and entertainment within available time periods. The benefits of the programs were the highlights of the media center and the media specialist, increasing of the school library media center usage. classroom support and enrichment, broadening students' and teachers' interests. encouragement of the development of lifelong learners and the establishment of the good public relations. Therefore, we have to consider the development of the special programs as a method of activating the school library in Korea and it should be brought with the concern and support from the principals, teachers, parents, and community members.

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PC1D Simulation for Optimization of High Efficiency Silicon Solar Cell (고효율 실리콘 태양전지 제작을 위한 PC1D 최적화)

  • Yi, Young-Seok;Han, Kyu-Min;Kim, Kyung-Hae;Yi, Jun-Sin
    • Proceedings of the KIEE Conference
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    • 2007.10c
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    • pp.207-208
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    • 2007
  • 높은 효율의 태양전지의 개발은 태양전지 상용화에 꼭 필요한 일이다. 고효율 태양전지 개발을 위해 태양전시 시뮬레이션 프로그램인 PC1D를 이용하여 현재 많이 사용되고 있는 p-n 접합형 실리콘 태양전지의 변환효율에 영향을 주는 요소들, 특히 웨이퍼 표면의 texturing과 doping 농도를 변화시켜 최적의 요건을 찾고자하였다. texture depth = 3um, texture angle=$80^{\circ}$, base의 비저항=$0.1{\ell}{\cdot}cm$, emitter doping 농도=$5e+18cm^{-3}$에서 20.37%의 고효율을 얻을 수 있다.

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Installation of Sundials at National Youth Space Center

  • Shin, Yong-Cheol;Kang, Wonseok;Kwon, Sun-Gill;Lee, Sang-Gak
    • The Bulletin of The Korean Astronomical Society
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    • v.41 no.2
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    • pp.52.2-52.2
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    • 2016
  • 해시계는 태양의 겉보기 운동을 통해 시간과 좌표계에 대한 이해를 도와주는 도구 중 하나이다. 국립고흥청소년 우주체험센터에서는 지평면 해시계와 수직 해시계를 덕흥 천문대에 설치하였다. 지평면 해시계는 관측자 자신의 그림자로 시각을 알 수 있도록 제작하였다. 관측자가 서는 곳에 아날렘마, 매월 1일의 위치 및 각 절기를 표기하여 균시차를 보정할 수 있게 하였다. 벽면 해시계는 가로 1.8m, 세로 1.8m 크기로 황동 주물제작하여 정남향으로 설치하였다. 눈금의 간격은 15분이며 균시차 보정은 하지 않았다. 두 해시계 모두 실제 센터의 경도에 맞춰 설계했으며 표준시와 시간차이를 보이게 했다. 지평면 해시계와 수직 해시계는 센터를 찾아오는 방문객에게 과학적 호기심을 일으키는 야외 체험전시물의 역할을 할 수 있을 것으로 기대하며 향후 해시계를 활용한 실험체험 프로그램을 통하여 청소년이 시간과 좌표계의 개념을 쉽고 명확하게 이해하는데 도움을 주고자 한다.

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