• Title/Summary/Keyword: 체험공간

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A Study on the Cultural Function of Space and Place: Its Focus on Travel Program (공간과 장소의 문화적 기능: 여행 프로그램 <어서와 한국은 처음이지?>를 중심으로)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.168-175
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    • 2019
  • The purpose of this paper is to examine the characteristics of organic relations according to the characteristics of space and place in which human activities are spreading. The diffusion of various human experiences and the interaction of space and place that form a mutual construction network create momentum for expanding individual or collective experiences. The space and place that lead to the interactions of human activities are expressed in various ways. Through the domestic travel program especially, the ways of expressing space and place are spreading as various "fields of experience." The composition and the expression system of a travel program is transformed into a subject of thought, not a mere experience of space and place through the formation of a "field of experience" that can be thought out and thought of as an existing travel style. Therefore, in this study, we examine the characteristics of the MBC Plus channel from a socio-cultural perspective, expressed through the experience of space and place characteristics expressed through a travel program. The result of an analysis of story development composition for this study shows that the experience of space and place minimizes the boundaries of various cultural discounts according to their relationships to food and communication. In addition, the analysis results of a three-way communication structure show that the emotional code of the audience is maximized through the process of maximizing the effect of reality, and minimizing the gap between the cultural differences and the boundaries through the empathic situation and the empathic subject.

Implementation of Virtual Experienced Software for Environment Education (환경교육을 위한 가상현실 소프트웨어 구현)

  • Lee, Keun-Wang;Kim, Yong-Hwan;Oh, Myung-Kwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.203-205
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    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 달라지고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 재현하여 환경교육 학습자료로 활용하기 위한 소프트웨어로 조선시대 마을의 거주 공간 및 자연환경의 원형, 에너지, 생활환경, 수질, 대기, 토양, 지구분야를 3D 기술을 이용한 환경교육용 가상체험 소프트웨어를 구현하는 것을 최종목표로 한다.

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국립등대박물관 상설전시실 현황과 전시구성

  • 김송이
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.23-25
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    • 2022
  • 국립등대박물관은 1985년에 포항시 영일만에 있는 호미곶등대 옆에 건립되었다. 이후 몇 차례 확장을 했고, 2여년에 걸쳐 전시관을 신축하면서 유물관을 리모델링하고 2022년 7월 1일 재개관식을 개최했다.. 본 연구에서는 국립등대박물관의 핵심건물인 전시관의 상설전시공간의 현황을 조사하고 분석하여 국내 유일한 등대박물관으로의 역할과 발전방향을 고찰하고자 한다. 먼저 기존 상설전시실이 위치하던 유물관의 복잡한 동선체계를 개선하고 패널과 일반 모형 중심의 연출을 벗어나 이용객 지향적인 동선과 체험물을 활용했다. 앞으로도 전시공간 매치, 연출 및 그래픽 체계, 영상매체 등의 미디어를 활용해 관람객이 능동적으로 참여하는 공간을 구축해야 한다.

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A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

The Effects of Servicescape, Brand Reputation and Experiences on Brand Attitude and Loyalty in Korean Restaurants (한식레스토랑의 서비스스케이프, 브랜드명성 및 체험유형이 브랜드태도와 충성도에 미치는 영향)

  • Lee, Na-Rae;Ha, Dong-Hyun
    • Culinary science and hospitality research
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    • v.19 no.3
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    • pp.173-193
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    • 2013
  • This study was conducted to investigate the effects of servicescape factors(space, convenience, aesthetics, comfortableness, cleanliness), brand reputation and experiences factors(feel, think, act, relate) on emotional and cognitive reactions of visitors to Korean restaurants. It also investigated the relationship between emotional and cognitive reactions and brand loyalty. A total of 353 questionnaires were analyzed using the factor analysis, a reliability test, and structural equation modeling analysis. The results revealed that space, aesthetics and comfortableness were positively related to emotional reaction, and convenience and cleanliness were related to cognitive reaction. This study also found that brand reputation was positively related to emotional and cognitive reactions. Moreover, it was found that think was positively related to emotional reaction, and feel, think, act and relate were positively related to cognitive reaction. Finally, cognitive reaction was positively related to loyalty. Therefore, Korean restaurant marketers should introduce or strengthen servicescape, brand reputation and experiences, which increases brand attitude or loyalty.

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Design and installation of Sundials for Youth (청소년 교육을 위한 다양한 해시계의 제작 및 설치 계획)

  • Shin, Yong-Cheol;Lee, Yong-Bok;Lee, Sang-Gak;Kang, Wonseok
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.1
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    • pp.87.2-87.2
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    • 2015
  • 국립고흥청소년우주체험센터에서는 1m 반사 망원경의 완성을 눈앞에 두고 있다. 천체 망원경으로 관측을 하기 위해서는 시간과 천구 좌표계의 이해는 필수적이다. 하지만 현재 본 센터에서는 천구의를 활용한 프로그램 이외에는 시간과 좌표계를 다루는 체험 프로그램이 전무한 실정이다. 센터에서는 참가자가 자신의 그림자로 시각을 알 수 있는 지평면 해시계, 센터에서 쓰지 않고 있는 구형 가마솥을 재활용한 앙부일구, 덕흥 천문대 교육동의 벽에 벽면 해시계의 제작 및 설치를 추진하고 있다. 차후 이를 활용한 체험 프로그램을 참가자에게 제공한다면 태양의 겉보기 운동을 통해 시간과 공간에 대한 개념을 쉽게 알려줄 수 있을 뿐만 아니라 우리 민족의 과학적 자긍심을 심어줄 수 있을 것으로 기대한다.

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User-Centric 3D Stereoscopic Display Technologies (사용자 중심형 3D 입체 디스플레이 기술)

  • Yang, U.Y.;Ryu, S.W.;Kim, K.H.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.51-61
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    • 2012
  • 정보통신과 콘텐츠 기술의 발달로 소비자는 고품질의 2차원 가시화 형태의 콘텐츠에 만족하지 않고, 보다 사실적인 체험이 가능한 3D 콘텐츠를 요구하고 있다. 2010년대에는 이미 3D 입체 디스플레이 기술이 소비자 가전 시장에서 주요 관심 대상이 되었고, 가상현실 연구의 전통적인 가시화 인터페이스로 활용된 착용형 디스플레이와 몰입형 및 대형 입체 디스플레이 장치도 3D 영화관 및 전시관 등을 통해서 일반 소비자기 쉽게 체험할 수 있게 되었다. 이러한 3D 입체 디스플레이 기술은 사용자 개인을 중심으로 보다 사실적인 입체감과 공간감을 제시하려는 형태로 발전되고 있으므로, 본고에서는 개인 사용자 중심의 착용형 디스플레이 기술과 고품질의 3D 영상 체험을 제공하는 관련 디스플레이 기술의 동향을 정리하고, 국내 최신 연구 개발 사례를 소개한다.

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Exhibition Planning of Ongoing Astronomy : A New Approach to Science Exhibition Planning of Astronomy (20c 이후 천문학 연구성과로 전시 기획하기 : 천문분야 전시 기획의 새로운 접근)

  • Ahn, Insun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.1
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    • pp.45.3-45.3
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    • 2019
  • 아동 청소년을 대상으로 하는 대부분의 '우주'관련 도서들이 아직 현대 천문학을 적극적으로 다루지 못하고 있고, 과학관의 상설전시만으로는 천문우주 분야의 비약적인 발전상을 대중과 공유하는데 한계가 있는 것이 현실이다. IAU 창립 100주년을 맞이하는 시점에서 관람객의 시야를 넓혀주고, 내용에 대한 체험적 인지를 돕는 천문우주 기획전시의 필요성을 느끼고, 태양계로 국한되는 물리적 우주탐사를 넘어 은하와 우주 전체를 연구하는 현대 천문우주과학을 소재로 하고, 실제 연구방법들을 기반으로 한 체험요소를 연출에 담은 전시를 구상 중이다. 이번 기획전에서는 1900년대 이후 주요 연구성과들을 중심으로 인간의 우주에 대한 호기심과 탐구의 흐름에 따라 관람할 수 있도록 전개하되, 천문학자들이 우주를 연구하는 방법의 원리를 단순화한 체험 프로그램을 설계 운영하여 연구성과에 대한 주입식 정보 전달이 아니라 관람객이 주도적으로 과정부터 이해하여 결과를 인지하도록 하고자 한다. 또한 전시 공간을 주제별 연구실로 꾸미고, 실제 과학자들의 연구사적으로 의미 있거나 인간적인 에피소드를 소개하여 관람객들의 관심과 공감을 끌어내고자한다.

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Analysis on Live experience, Flow, Health perception and Inner Psychological Perception in Relation to Time Spent in the Forest (숲에서보낸 시간에 따른 체험,몰입,건강지각과 심리내적인식 분석)

  • Kim, Youn-Soo;Kim, Dong-Jun;Hwang, Yeun-Ju;Lee, Byung-Chang
    • Korean Journal of Environment and Ecology
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    • v.30 no.2
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    • pp.271-276
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    • 2016
  • Though various studies have analyzed the impact of physically being in the forest, consideration of the time factors is omitted in many of them. Since space and time mutually affect each other, the effects that resulted by the space factor can change when the time factor is introduced. In this paper, the focus was made on how the time spent in the forest influences the four resulting factors: live experiences, flow experiences, health perception and inner psychological perception. This research is based on the surveys taken from April to October, 2014. The focus of the questionnaire was to measure 'Live Experience (LE)', 'Flow (FL)', 'Health Perception (HP)' and 'Inner Psychological Perception (IPP)' levels among the participants. The respondents of the survey aged between 40 and 70, participating in Forest or ecological courses, living in the Northern area of Chungchungnam-do province of Korea. Additionally their past experiences ranged from as little as one year to as long as twenty years in forest related fields. It will be shown that the time spent in the forest affects the levels of LE, FL, HP, IPP, increasing them in proportion to the time with statistical significance. This result would be useful not only for those who are in charge of creating forest healing programs but also for people who study forest healing. Because the time spent in the forest influences the levels of LE, FL, HP, IPP, the forest healing programs will benefit by taking this result into consideration.

A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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