• Title/Summary/Keyword: Children's Experience Exhibition

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A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum - (체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 -)

  • Song, Jeong-Hwa
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.195-204
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    • 2013
  • Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

Analyzes the case of Performing Arts Museum of the children's experience exhibition in relation to the performance (<수궁가> 공연을 활용한 공연예술박물관 어린이 체험전시 사례 분석)

  • Ha, Eul Lan
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.473-504
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    • 2018
  • This article analyzes the exhibition of the experience for the children using the performance of the at the National Theater Performing Arts Museum. The important part of an exhibition or educational program for children should be a program that can be communicated so that the child can develop the strength to think for himself / herself as a 'subject' rather than a 'target' of the program. The purpose of this article is to analyze the case of exhibitions that solved the 'make-up' part of the performance stage by linking the performance of the concert with the experience in mind. In addition, I would like to take an opportunity to look at the case of how the performance of , which was the theme of this exhibition, was utilized as an exhibition and what kind of experiences it was composed of, and to think about the better direction of children's experience exhibition in connection with the performance.

A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

Visitor's Behavioral Characteristics for the Experiential Exhibition (자연사박물관의 체험형 전시에 대한 관람객의 행태특성)

  • 배선화;최준혁;임채진
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.147-155
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    • 2004
  • The purpose of this research is to improve exhibition effectiveness by implementing hands-on exhibition technique that best provides adults with cultural resting place and children with outdoor education which simply supports school curriculum. By completing this research, the museum of natural history will become defined innovative as a place that enables people actively develop creativity For this sake, some of domestic natural science museums were selected as the samples in this study, such as Seodaemun of Natural History, Incheon Standing Science Pavilion and Daejeon National Science Museum, Which all produce experience-based exhibition in relatively brisk manner. First of all, this study attempted to identify the traffic line and behavioral characteristics of spectators who used experience-oriented exhibition through follow-up and observational study Then it divided samples into adults and children group to compare and analyze the ratio of using exhibitions, the ratio of spectators and the sojourn time according to the type of experience-oriented exhibitions. In addition, this study attempted to collect available data about spectators who were in conversation with one another on the other hand, it also attempted to determine any effects on using experience-based exhibition by performing a questionnaire survey, so that it might set up an index for behavioral characteristics the spectators who visit such exhibition.

A Study on the Visitors' Behavior by the Exhibition Method and the Presentation in Science Museum (일본과학계박물관의 전시수법과 연출에 따른 이용자행동반응에 관한 연구)

  • Park, Jong-Rae;Choi, Jun-Hyuck;Bae, Sun-Wha;Lim, Che-Jin
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.127-130
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    • 2004
  • In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.

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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.

Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.