• Title/Summary/Keyword: 체험공간

Search Result 660, Processing Time 0.025 seconds

A Case study on Storytelling Experiential Exhibition at the National Lighthouse Museum (국립등대박물관 스토리텔링 체험전시 연출 사례연구 -<등대와 과학> 상설전시를 중심으로-)

  • Song-Yi Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2023.11a
    • /
    • pp.162-165
    • /
    • 2023
  • This paper examines the approaches to science operational exhibitions and storytelling to enhancing visitors of the National Lighthouse Museum of Korea. Through this case, our museum aims to share its directions of the scientific exhibition and development direction of the Aids to Navigation Heritage Museum. The exhibition content was storytelling to naturally guide the flow along the story, and the exhibition coordinating was designed as an experiential exhibition so that visitors could interestingly experience the scientific principles applied to navigation signs.

  • PDF

The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.10
    • /
    • pp.263-271
    • /
    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.

In the 1930역s Spatial Image of Korean Immigrants to Pukkando -on Migration Novels and Short Stories- (1930년대 북간도 지역에 대한 조선이민의 공간이미지 -이민소설을 중심으로-)

  • 이은숙
    • Journal of the Korean Geographical Society
    • /
    • v.34 no.4
    • /
    • pp.419-434
    • /
    • 1999
  • 연구의 목적은 최서해, 박계주, 안수길의 이민소설을 중심으로 1930년대 북간도에 대한 조선이민의 공간이미지를 조사하며, 이것이 이주와 정착과정에 미친 영향을 밝히는 것이다. 최서해, 박계주, 안수길은 리얼리즘 작가로서 많은 장편과 단편 소설을 통해서 당시 북간도라는 이민공간에 있었던 조서이민의 삶을 사실적으로 형상화하였다. 따라서 이들 소설은 그 자체로서 1930년대 북간도의 지리적 현상이며 동시에, 지리적 자료로서 가치를 지닌다. 조선 이민의 공간이미지를 보면, 이주 전 이미지와 이주 후 이미지 사이에 차이가 있다. 이주 전 이미지는 북간도 공간에 대한 지식과 그들이 접한 정보를 중심으로 형성된 객관적 이미지이다. 이것은 이주 후 삶의 공간으로서의 개인적 체험과 고향의식을 통해서 개별적이고 주관적인 이미지로 변화되었다. 객관적 이미지는 이주 의사 결정에 영향을 주었고, 주관적 이미지는 북간도에서의 적응과 정착과정에 영향을 주었다.

  • PDF

The Development of Evaluation Indicator for Eco-experience in Rural Village (농촌마을 생태체험 공간으로 활용하기 위한 연못형습지 평가지표 개발)

  • Lee, Sang-Young;Kim, Mi-Heui;Kang, Banghun;Son, Jin-Kwan
    • Journal of Agricultural Extension & Community Development
    • /
    • v.21 no.4
    • /
    • pp.1125-1147
    • /
    • 2014
  • This study was conducted to develop the health evaluation indicator of pond wetland in order to enhance the quality of eco-experience in rural area. The methods for development of evaluation indicator were consisted of 3 stages; 1st, the precedent assessment protocol was applied to 10 pond wetlands in farm villages, and eco-experience expert survey was conducted to selection the evaluation item and criteria at 2nd and 3rd stages. In the results of applying the precedent assessment protocol, we found out two problems; 1) the evaluation result of value determination and conservation value were too simple, and 2) the score by evaluation items were nearly the same, because evaluation criteria in not precisely for application in rural area. These results were reflected to expert survey. According to the 1st survey results, they suggested that 4 items should be maintained, and 3 items should be deleted, and 2 items should be modified among a total of 9 times. Therefore, it was modified into the evaluation protocol having a total of 8 items. According to the 2nd survey results, the selected evaluation items were generally proper. With regard to items for assessing the health condition of pond wetland, we selected a total of 8 items; (1) Connectivity to forest, (2) Connectivity between water body and wetland connection, (3) Number of Vegetation, (4) Surround land use, (5) Interspersion of Vegetation, (6) Crossing Structure, (7) Wetland size, and (8) Outlet structure. In addition, it was suggested that accessibility, visibility, and trash were need for utilization of pond wetland as a place for eco-experience. It is expected that the selected evaluation indicator can help to utilize the pond wetland as an eco-experience space in rural area, and maintain the pond wetland as a space for conservation of biodiversity.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
    • /
    • v.19 no.4
    • /
    • pp.605-613
    • /
    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
    • /
    • v.19 no.5
    • /
    • pp.3-10
    • /
    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

A Study on Experiential Space Consumption Patterns in Urban Parks through Blog Text Analysis - Focusing on Ttukseom Hangang Park - (블로그 텍스트 분석을 통해 살펴본 도시공원의 경험적 공간 소비 양상 - 뚝섬한강공원을 중심으로 -)

  • Kim, Shinsung
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.51 no.2
    • /
    • pp.68-80
    • /
    • 2023
  • With the recent changes in society and the introduction of new technologies, the usage patterns of parks have become diverse, leading to increased complexity in park management. As a result, there is a growing demand for flexible and diverse park management that can adapt to these new requirements. However, there is inadequate discussion on these new demands and whether urban park management policies can respond. Therefore, empirical research on how park usage patterns are evolving is critical. To address this, blog data, in which individuals share their experiences, was used to examine the spatial consumption patterns through semantic network and topic analysis. This study also explored whether these spatial consumption patterns exhibit experiential consumption characteristics according to the experience economy theory. The results showed that consumption behaviors, such as renting picnic sets and having food and drinks delivered, were prominent and that emotional experiences were pursued. Furthermore, these findings were consistent with the experiential consumption characteristics of the experience economy theory. This suggests that park planning and maintenance methods need to become more flexible and diverse in response to the changing demands for park usage.

A study on the space which affects flow in culture content : Case of Noraebang in S.Korea (문화 콘텐츠의 몰입에 공간이 미치는 영향 : 노래방의 사례를 중심으로)

  • Lee, Sang-Won;Bae, Soon-Yong;Lee, Sung-Eob
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.395-402
    • /
    • 2007
  • 문화 콘텐츠의 수용 및 체험 방식에는 민족적, 문화적 차이가 존재한다. 일본에서 본격적으로 시작된 가라오케는 한국으로 진출하면서 노래방이라는 밀폐된 공간을 중시하는 형태로, 미국과 유럽에서는 무대라는 열린 공간을 중시하는 형태로 변형되었다. 같은 문화 콘텐츠를 수용하는데도 문화와 민족에 따른 공간적 차이가 관찰된다. 여기서 문화 콘텐츠를 수용하고 그 것을 통해 즐거움을 얻는 과정을 몰입이라고 본다면, 공간과 문화 콘텐츠 사이에는 특별한 관계가 존재한다고 할 수 있다. 본 연구는 이와 같이 공간 사용과 몰입의 상관관계를 실험을 통하여 고찰하고 추후 노래방의 경쟁력 강화 빚 세계화를 위한 효과적인 몰입 요소 도입 및 운용에 적용할 수 있는 연구결과를 제안한다.

  • PDF

Virture exhibition VARY : VR exhibition and AR exhibits Reality (가상 전시회 VARY : VR 전시공간과 AR을 Reality 하게)

  • Lim, So-hee;Shin, Eun-jin;Bang, Eun-ji;Beak, sun-hee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.601-604
    • /
    • 2020
  • 신인 작가나 무명작가들이 전시회를 개최하는 데에 드는 비용적 제약을 비롯하여, 관람객들에게 따르는 공간적 한계점을 보완하기 위해 기획된 가상 전시 공간 플랫폼이다. 가상현실과 증강현실의 발전이 급증하고 있는 가운데, 차세대 ICT 기술을 갤러리라는 항목과 접목시켜 관람객과 전시자 모두가 만족할 수 있는 공간을 구축하였다. VR을 활용한 가상 전시공간을 통해 실감 나는 전시회장 환경을 체험할 수 있는 것은 물론, 증강현실을 통해 마음에 드는 작품을 자신만의 공간에 띄워보며 분위기를 조성할 수 있다. 또한, SNS와 즐겨찾기 기능을 추가해 사용자의 선호도를 파악하고 편의성을 도모하였다. 단순 전시회장에 국한되는 것이 아니라, 대학생들의 졸업 작품 전시회나 박물관 등에도 활용할 수 있는 여지가 충분할 것으로 보여진다.

이슈&이슈: LH 'The Green'관에 적용된 녹색기술

  • 대한설비건설협회
    • 월간 기계설비
    • /
    • s.248
    • /
    • pp.40-53
    • /
    • 2011
  • 한국토지주택공사(LH)가 지난해 11월 서울시 강남구 자곡동 보금자리지구에 개관한 'The Green'관은 주택의 에너지 성능 검증 및 발전 등을 위해 에너지절약, 친환경, 재활용, 공간가변 등 총 60여가지의 신기술을 전시 체험할 수 있도록 해 주목받았다. 분야별로는 에너지제로 관련 33가지, 친환경 재활용 7가지, 공간가변 9가지, 그린IT 12가지 등이다. 본지는 The Green관의 전시 개요 및 기술들에 대해 간략히 소개한다.

  • PDF