• Title/Summary/Keyword: Exhibition Design Policy

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A Study on Improving Institutional order of the Exhibition Design Industry (전시디자인 산업의 발주제도 개선방안에 관한 연구)

  • Ji, Hwan soo
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.136-143
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    • 2015
  • At this present, the world is in the era of digital and culture.Tourist resources through cultural infrastructure have been a crucial factor of a country's competitiveness. A Museum is tourism resource facility like one of core cultural infrastructures which provides experiential culture, history and tradition. The field of a planning and a design for a museum should be recognized like professional design industry.n Korea, the government has various laws and systems to support the design promotion policy but it is not sufficient. If you plan to extend the scope of the maintenance of law and institutions As today 'Exhibition Industry Development Act, which is responsible for maintenance, including a permanent exhibition area in the exhibition industry facilities will be efficient alternative. And also, it would like to analyze states of the orders in the exhibition design industry for past five years (2010 ~ 2014) and show the problems and alternatives. Exhibition business-related orders investigation into the recent five years to analyze and suggest improvements. In the delivery method it was found three types of goods, the services, the delivery method through the analysis of the enforcement order to the Corporation and that are mixed.If these alternatives has been reviewed and used for basic data to promote professional companies and designers for museums, it must be expected to be well worth a careful study.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

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.

A Study on Exhibition Culture and Gendering of Women's Art Education in the 1910s and 30s (1910~30년대 여성 미술교육의 젠더화와 전시문화 연구)

  • Ko, Sun-Jung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.407-414
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    • 2021
  • This study will examine the relationship between women and art education between the 1910s and the 1930s, and how women broke down the feudalistic views on women by changing the perceptions of women and stepped into society through gendered art education. Women tried to restore dignity and realize freedom and equality between men and women through modern education. Nevertheless, women had to receive handicraft education for the cultivation of virtues as part of the Japanese colonial policy and returned to their traditional feminine role. However, this study aims to reveal how a small number of "new women" who studied in Japan took the lead in teaching handicrafts for the independence of women, and how they were officially recognized as in the arts and crafts community and was able to enter the exhibition space through records, interviews, and newspaper articles. In conclusion, this study hopes to provide an opportunity to examine the relationship between handicraft education and femininity, and to consider the role of art education and exhibition in the development of women into social beings.

A Study on the needs of Service Design within the Environment of Trade Shows - Focused on Attendees - (산업전시환경 내 서비스디자인의 필요성에 관한 연구 - 참관객을 중심으로 -)

  • Seo, Na-Hyun
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.43-50
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    • 2011
  • According to the recent expansion of Trade Shows within the government's policy in exhibition industry, studies about the trade shows needs to be focused more on the attendees related to the environment. In most of the researches related to this topic until now had been biased in terms of economic benefits and the standpoint of organizers. Considering that this study is to improve environment of Trade Shows from an attendees' point of view as an attempt to apply the concept of Service Design which is the activity of planning and organizing people, infrastructure, communication and material components of a service. It is about the idea of bringing service design principles to services in Trade Shows. Good design process brings in a good understanding of the context : understanding the environment and redefining problems from the standpoint of attendees, in order to improve its quality, the interaction between service provider and attendees and the attendees' experience.

Comparative Affordance Analysis of Smart Docents for Exhibits (전시관 스마트 도슨트의 어포던스 비교분석)

  • Park, Minhyuk;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.63-75
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    • 2022
  • In this study, the smart docent interface provided at 25 exhibition halls at domestic and foreign were compared and analyzed based on affordance. Heuristic evaluation techniques were adopted, centered on a small number of experienced people, and six research participants were selected based on Jacob Nielsen's guidelines that five to eight people per set of research can achieve sufficient results. As a result of comparative analysis of affordance, smart docent used in the Oriental showed a higher average value than smart docent used in the Western, but a lower value for sensory affordance alone. In addition, the categories were subdivided to derive the affordance values for each country, and a singularity was found that the sensory affordance of smart docents used in the United States represents the highest value compared to other countries. In conclusion, this study was able to compare the four affordances of smart docents used in domestic and foreign exhibition halls while presenting directions for future behavioral improvement, which could provide practical implication for smart docent interface design and exhibition hall service strategies.

A Study on Korean Contemporary Crafts in 1970 Age (1970년대 한국현대공예의 동향 연구)

  • 곽대웅
    • Archives of design research
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    • v.12 no.4
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    • pp.5-14
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    • 1999
  • From the middle of 1970s were founded new basis for the development of craft through the co-operation of the civilians and the authorities. First, Korean Culture and Art Foundation founded in 1973 held the 'Invitation Exhibition for the Craft Artists All over the Country' in 1974 and 1975 and The National Museum of Modern Art held the 'Exhibition of Modern Korean Handicraft Art' in 1975. Second, the policy emphasizing the export and tourism provided the basis for the development of design for export goods and souvenirs of tour. H\therefore the exhibitions of such goods were held by many organizations. ] In 1970s departments of craft and design were newly established in the universities so that the third generation of Korean craft was on the rise and their groups began to hold exhibitions in commercial galleries. Reflecting on such circumstances, 1970s was the period of blossom for Korean craft while 1960s was a sprouting season.

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A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum- (사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로-)

  • 임경부;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.7-10
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    • 1999
  • The organization of modern society is suddenly changing from the modern society to the ultra modern informationalized society. Various social members must satisfy cultural and artistic desires to serve museum concept and function to move the informationalized society. A lot of natural history museum in the world build cyber space exhibition lines. Audiences do not directly visit but they view but they view the exhibit, get an education, participate in the cultrue programs and earn the museum's informations. Especially, in the case of national and public museums in Korea, they do not concerned the museum architecture before processing the character and collections of the museum. Cyber museums determine museum character, policy, information, collections converge of opinion voluntary collection and grasp of location, because cyber museum can be finished be4fore the work of the future museum.

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Design for Carbon Neutral Arboretum in Gwangju Metropolitan City (광주광역시 탄소중립 수목원 설계)

  • Kim, Hoon Hee
    • KIEAE Journal
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    • v.9 no.3
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    • pp.61-68
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    • 2009
  • Gwangju Metropolitan Government & Ministry of Environment have signed a model city in response to Climate Change agreement. The agreement calls for Gwangju to cut greenhouse gas emissions 10% below 2005 levels by 2015. Gwangju has seen this agreement as an opportunity to cut pollution and conserve the environment as well as to reinvigorate local economy. According to policy of Gwangju, Gwangju held design competition for Gwangju City Arboretum on march, 2009. The purpose of design competition was to give a wide publicity to Gwangju as Hub City of Asian Culture and construct carbon-neutral arboretum in accordance with the policy of 'Low-Carbon and Green Growth'. First of all, a design concept of arboretum is 'winding, round, overlay 'to reflect the landscape of Nam-do which is surrounded by mountains and river flows through the village. Second, the arboretum has five different places with these themes - Forest of Festivals, Health, Nature, Nostalgia, Education and Future. Each place has a symbolic theme park and different flow planning respectively. Third, the most critical point is that the arboretum is a carbon-neutral park. Gwangju arboretum will soon be developed in metropolitan sanitary landfill and constructed as the O2 arboretum based on low carbon strategy. Fourth, the O2 arboretum suggests specialized issue : 'Energy Saving', 'Recycling System', 'Green Network', 'Water System(rainwater maintenance and wetland development)'. Besides, main buildings(greenhouse, visitor center, Nam-do experience exhibition hall, and forest museum) is designed in consideration of harmony with topography character, surroundings. Also, planting will be a multilayer plant based on native landscape trees in consideration of function and the growth characteristics.

A Study of Art Marketing Using Korean Features (한국적 요소를 활용만 아트마케팅 현황 고찰)

  • Hong, Jung-Young;Park, Eun-Kyung
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.140-153
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    • 2009
  • In the 21st century called an age of culture and art beyond the information and technology, many companies are developing various art marketings. Cases of the art marketing especially utilizing Korean features among art marketings are being increased recently. It is creating new values as a characteristic based on the cultures value of Korea. This thesis examined cooperative product development focusing on collaborative trends between designers, artists and companies through research on product and art marketing using Korean features. Additionally, by studying features of culture promotional event including exhibition and contest sponsorship, advertisement and packaging and the meaning of futures art marketing were discussed. Though, to date, academic researches have not been thoroughgoing enough in this field, it is considered that cultural product commercializing cultural particularity can strengthen the national image with acknowledgement of the global value as the art marketing using Korean features can contribute to improve recognition and the national image. Based upon this study, the value of Korean features on which custom culture of Korea dwells will be able to give a help to the designer and artist for progressing collaboration with companies as well as the companies for introducing new cultural characteristic to marketing, in the future-proof point of view. Additionally, it will be able to help the government planning the policy for intensifying the national image as a reference.