• Title/Summary/Keyword: 체험형

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.274-282
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    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.

Development of Unified Platform Technology for Realistic Sports Experience of Youths (청소년용 실감체험형 스포츠 통합플랫폼 기술개발)

  • Seo, S.W.;Kim, Y.J.;Baek, S.M.;Kim, J.S.;Hong, S.J.;Kim, M.G.
    • Electronics and Telecommunications Trends
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    • v.30 no.4
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    • pp.46-53
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    • 2015
  • 운동 부족과 잘못된 생활습관 등으로 인하여 청소년들의 운동량 부족과 생활체육 참여율이 저조해지고 있다. 청소년의 체력저하 문제를 해결하기 위하여, 학생/교사가 다양한 종목을 실감체험, 몰입, 학습 및 평가할 수 있는 스포츠 체험 시스템 기술 보급을 통해서 학교체육을 활성화할 수 있다. 그뿐만 아니라 우수한 인적 자원 확보를 위하여 소질을 가진 청소년에 대한 맞춤식 교육지원이 요구되고 있다. 이를 위하여 태권도를 포함한 다양한 스포츠를 즐기면서 운동 효과를 증진할 수 있는 청소년용 스포츠 체험 통합시스템 개발이 필요하다. 본 논문에서는 청소년체육의 도전/경쟁/표현/여가 능력을 함양하기 위한 인체/객체 모션인식기반의 청소년용 실감 체험형 스포츠 통합플랫폼 개발을 위한 핵심 기술들의 동향을 분석하고자 한다.

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A Study of Implementation Automatic Screen Saver using Division of Difference Image (분할 차영상을 이용한 전시 자동 스크린세이버 구현 기법)

  • An, Hyun-Soo;Kim, Hye-Young
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.303-311
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    • 2013
  • On original exhibits, which is passive and repeat itself endlessly irrelevant of the present of spectators, reduce its immersion. Therefore in this paper, we propose the scheme to recreate original exhibits be adding automatic screen saver by using division of different images to make experimental of an area of different images, to judge movement, maintain conditions or to propose the transition of mechanism. By implementing and analyzing this automatic screen saver, which was made through the scheme of proposition, we show the positive aspect of the use of centralized automatic screen saver.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Design of Location-Based Interactive Service System for Safety Theme Park (안전체험시설을 위한 위치 기반 상호작용 시스템의 설계)

  • Park, Byoung-Tae;Choi, Yeon-Suk;Choi, Yong-Ju
    • Proceedings of the Safety Management and Science Conference
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    • 2011.04a
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    • pp.289-295
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    • 2011
  • 본 연구는 안전체험관 특히 재난 재해 체험시설에 방문한 관람객들의 흥미유발과 적극적인 참여를 유도하기 위하여 도입되는 상호작용 체험 시스템의 설계에 대한 것이다. 설계된 안전 체험 시스템은 첫째, 관람객들에게 개별적으로 제공된 단말기의 체험관 내 위치정보와 체험 기기들의 동작감지센서정보를 기반으로 체험 여부 판단 및 체험 점수를 자동으로 산출하는 증강현실 서비스와 둘째, 체험관 내 긴급 호출 등의 안심 서비스를 제공한다. 설계된 시스템의 구현을 통하여 향후 안전테마파크 외에도 체험시설이 구비된 교통 및 과학 전시관, 체감형 게임센터 등에도 충분히 적용가능하다고 사료된다.

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Human Stimulation Threshold of Interferential Current Type Low Frequency Stimulator for Electric Shock Experience Education (전기 감전 체험 교육을 위한 저주파 전류 자극기의 인체 자극 임계값)

  • Jeon, Jeong-Chay;Kim, Jae-Hyun;Yoo, Jae-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4768-4772
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    • 2012
  • To prevent electric shock accidents, an experience education is more effective than indoctrination education. But an electric shock experience education system required a proper physical stimulation on human body to experience electric shock. This paper experiment threshold values of a human body by using Interferential Current Type Low Frequency Stimulator in order to apply to an electric shock experience education system. And the proper stimulation values are calculated according to age (divided child and adult) and gender. Results of this study could be applied to an electric shock experience education system.

A Case Study on the Planning and Operation of the Experience-based Exhibition of Contemporary Astronomy (현대천문학 체험형 전시 '우주연구실 인턴체험전' 기획·운영 사례)

  • Ahn, Insun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.67.1-67.1
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    • 2019
  • IAU 창립 100주년을 맞이하는 시점에서 현대 천문학의 주요 주제들을 다룬 체험형 특별전 '우주연구실 인턴체험전'을 기획하여 과천과학관에서 45일간 운영하였다. 유·초등 어린이로부터 중·고등 청소년과 성인에 이르는 다양한 연령층의 약 5만 명이 전시를 관람하였다. 전시의 주요 연출방향은 현대적인 천문학 연구성과를 대중과 공유하되, 관람객 스스로가 연구과정에 대한 이해를 통해 결과를 인지할 수 있도록 하는 것이었다. 1900년대 이후 천문학자들의 실제 연구방법과 원리를 단순화한 체험요소들을 개발하여 인간의 우주에 대한 호기심과 탐구의 흐름에 따라 관람할 수 있도록 전개하였다. 또한 관람객이 인턴연구원 과정을 수료하는 형태로 관람동선을 연출하여 전시내용을 보다 적극적으로 탐구하게 하였다. 전시 관람객 인식조사 결과, 전시를 통해 '암흑물질'을 새롭게 알게 되었다고 한 응답자가 가장 많았고, 그 외 우주의 규모, 블랙홀과 외계행성 관측, 아직 밝혀지지 않은 것들이 많음을 알게 되었다는 응답이 주를 이뤘다. 전시물에 대한 평가로는 직관적으로 거리-광도 관계를 보여주는 전시물과 블랙홀에 대한 이해를 돕는 체험전시물들에 대한 만족도가 높았고, 전시해설이 전시내용을 이해하는데 도움을 줬다는 응답자가 많았다. 여전히 초등 저학년이 이해하기 쉬운 전시물이 필요하다는 과제가 남아있다.

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The Efficiency Evaluation of the Forest Experience Center for Children Led by the Local Community through an Importance Performance Analysis - A Case in Geumcheon-gu District, Seoul, South Korea - (중요도·성취도 분석을 통한 주민자치형 유아숲체험장 효용성 평가 - 서울시 금천구를 사례로 -)

  • Kang, Taesun;Lee, Myungwoo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.2
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    • pp.40-55
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    • 2015
  • This study aims to evaluate the efficiency of the forest experience center for children led by the local community as experiential management for forest kindergarten education. For this, an importance and performance analysis was conducted on the forest experience center for children in Geumcheon-gu, which, of the 12 forest experience center for kids in Seoul, is the only one led by the local community. The questionnaire sheet for the analysis consisted of a total of 36 questions, 20 about place facility areas and 16 about management program areas(including 6 questions about the management led by the local community). The questionnaire survey was done during the period between January 12th and January 19th, 2015. The participants in the survey consisted of 15 forest education specialists and 50 teachers from 19 kindergartens who participated in the forest experience program. The number of questionnaire sheets collected and used for analysis was 13 copies and 43 copies, respectively. The mean values of importance and performance on the place facility areas were 4.07 and 3.78 for forest education specialists, and 4.16 and 3.84 for kindergarten teachers, respectively. The mean values of importance and performance regarding the management program area were 4.38 and 4.16 for forest education specialists, and 4.40 and 4.00 for kindergarten teachers, respectively. Both groups evaluated the place facility areas lower than the management program areas. They also evaluated performance lower than importance. In place facility area, 'accessibility', 'safety' and 'connectivity to forest trail', 'loose parts' and 'safety facilities' were required to 'keep up the good work', because they showed higher importance and performance in place facility areas. Even though most items of management as led by the local community including 'forest experience activity support' were evaluated as 'important', some, including 'effort for local revitalization', were evaluated as low in performance. However, as they were evaluated as higher in importance, if they pursue 'concentrate here', it is expected that they will be evaluated as higher in performance. In addition, considering that program areas including 'forest education specialist's role' are labeled under the management led by the local community, it reflected a positive evaluation. As a result, management led by the local community is efficient as a management system for the forest experience center for children in an experiential forest kindergarten education. Going forward, if this management system is durable in 'keep up the good work' and 'concentrate here', the forest experience center for children led by the local community will be an alternative for an effective experiential forest kindergarten education.

A Study on The Impacts of Self-Efficacy on Subjective Well-Being and Recommendation Intention: Focusing on Moderating Role of Experience Type (자기효능감이 주관적 안녕감과 추천의도에 미치는 영향: 체험형태의 조절효과를 중심으로)

  • Han, Jang-Heon
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.587-597
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    • 2016
  • This study is to investigate the influence of leisure experience type and self-efficacy, on subjective well-being in ski resort. The study is to examine the moderating role of leasure experience type (ski related experience and non ski related experience) between self-efficacy and subjective well-being. Further, the relationship between subjective well-being and recommendation intention was investigated. As a result, self-efficacy significantly influenced on subjective well-being (satisfaction of leisure, positive affect). Respondents who are high self-efficacy group have higher subjective well-being (satisfaction of leisure, positive affect) than one who are low self-efficacy group in the ski related leasure experience scenarios. In the non ski related leasure experience scenarios, however, respondents who are low self-efficacy group have higher subjective well-being (satisfaction of leisure, positive affect). Besides, subjective well-being (satisfaction of leisure, positive affect) plays a mediating role between self-efficacy and recommendation intention.