• Title/Summary/Keyword: 테마파크형박물관

Search Result 7, Processing Time 0.018 seconds

Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea - (어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.2 s.61
    • /
    • pp.172-180
    • /
    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.

A Study on the Design of Theme park-style Museum Considering Characteristics of Local Culture (문화유산을 활용한 테마파크형박물관에 관한 연구)

  • Park, So La;Woo, Sung Ho
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.6
    • /
    • pp.11-19
    • /
    • 2013
  • The number of visitors to historic sites and museums in Korea has been on a rapid decrease and in order to search for creative ways to work on the problem, the study proposed a theme park-typed museum with cultural heritage applied and reviewed spatial strategies for such theme park-typed museums. Applied methods of research of this study are as follows. First, in order to understand definitions and current situations of cultural heritage use and theme park-typed museums, the study went thoroughly over all sorts of literature and reports as well as findings of advance researches on how to make a use of cultural heritage. Based on the results of the investigations, the study determined characteristics of the theme park-typed museums with cultural heritage applied which the study was proposing and the characteristics were categorized by type. Considering those characteristics and types gained in the study, the study looked for cultural heritage-based theme parks and museums in the world which were good enough to be used as research subjects in the study from the aspects of profitability and level of awareness. The study examined those theme parks and museums in the world and in the end, it found out ways to adopt the findings to the situations in Korea and discussed expecting effects as well. As to the characteristics of the theme park-typed museums with cultural heritage applied, the study divided those characteristics into mutual cooperation, location, communicability, authenticity, maintainability, education, durability, narrativity, undailiness, interactivity and leisure. The types were categorized into ride, environment direction, cartoon character and souvenir by attraction pattern. When cultural heritage is used actively, it would improve competitiveness of historic cultural sites and museums in return, making people realize the iterative structure of excavation, conservation, maintenance and use of cultural heritage. That would create many kinds of added values, re-discovering culture of the country. At the same time, it would also create a new value of culture as well. Now, it is important for us to do harder with researches on how to evolve museums and exhibition spaces. Considering that, the study is believed to make a contribution to revival of historic sites and museums in Korea but also establishment of scientific strategies.

다중 체험형 가상현실(假想現實) 디지털헤리티지 콘텐츠에 관한 연구 - 사마르칸트 아프라시압 궁전벽화 유적 멀티스크린형 가상현실 콘텐츠 제작을 중심으로 -

  • Park, Jin ho;Kim, Sangheon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.157-158
    • /
    • 2018
  • 최근 세계적인 VR의 트렌드에 힘입어 가상현실 기술을 이용한 Digital Heritage VR콘텐츠가 속속 등장했다. 그러나 HMD 가상현실 콘텐츠의 단점들이 지적되고 있는데, VR기기가 1대당 1사람만 체험할 수 밖에 없다는 것이다. 이런 HMD VR 체험 인원에 대한 한계성때문에 점차 다수(多數)가 체험할 수 있는 가상현실에 대한 니즈(Needs)가 발생하고 있다. 본 고에서는 기존 HMD VR을 이용한 가상현실 콘텐츠가 아닌 다수(多數) 체험형이 가능한 가상현실 기법을 제시해 향후 박물관 전시관 테마파크등에 적용할 수 있는 보다 대중이 향후할 수 있는 가상현실 기법에 대한 가능성을 제시하고자 한다.

  • PDF

A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.11
    • /
    • pp.2723-2728
    • /
    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

A study on building plan for smart guide services using augmented reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Yoon, Young-doo;Choi, Eun-young;Cho, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.560-562
    • /
    • 2013
  • Due to the popularity of smart phones, interest in individual lifestyle changes and customized services has been increasing. With these request of change, there are seeking the changes of individual customized service system in public institution, museum, science museum etc. Specially museum, art museum and science museum have the common factor like "watching". Unlike art museum, museum and science museum have the purpose of the history and science education, and have a high expectations of combining entertainment and education as a public institution. For this purpose, they need to raise the immersion of display contents, and run parallel with providing more convincing explanation based on age group. Thus the purpose of this paper is that study the way of combining with efficient entertainment and educational function using argument reality.

  • PDF

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
    • /
    • v.11 no.7
    • /
    • pp.137-144
    • /
    • 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.

Utilization and Development of Tourism Resources in Goryeong (고령군 관광자원의 이용 및 개발)

  • Choi, Jeong-Su
    • Journal of the Korean association of regional geographers
    • /
    • v.14 no.6
    • /
    • pp.680-697
    • /
    • 2008
  • Goryeong, the center of Daegaya's historic culture, has pushed tourism development utilizing Daegaya's historic cultural resource. The tourist's cognition level of Goryeong is very low and the tourists of Goryeong have been decreased compared with them of Gyeongbuk. However, Goryeong has a variety of cultural tourism resources and geographical proximity with Daegu, and the potential of it attracts the tourism market. This research examines the tourism demands and supplies of Goryeong and then recommend the improvemental aspect of tourism po1icy and the developmental aspect of tourism resource in Goryeong. Goryeong needs the tourism po1icy to cotstruct the system which supplies the useful tourism information to tourism organizations and firms and to create the sustainable tourism product innovation. The tourism development should be pushed in two ways: the revitalization of the developed tourism resources and the creation of tourism product.

  • PDF