• 제목/요약/키워드: Exhibition Experience

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사용자 경험 증진을 위한 과학관 전시물의 사용성 평가 (A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience)

  • 조명은;최한희;김미정
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.

고령친화용품 체험공간에 대한 가치 평가 (Value Evaluation on the Experience Space of the Age-friendly Product)

  • 오찬옥;주수현;진재문;김수영
    • 디자인융복합연구
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    • 제16권3호
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    • pp.17-37
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    • 2017
  • 본 연구는 고령친화용품 체험공간의 확대 설치를 위한 근거를 파악하기 위해 체험공간에 대한 경험유무에 따른 가상가치를 평가하였다. 추정방법은 고령자 152명을 대상으로 조건부 가치측정 방법인 이중경계형(double-bounded dichotomous choice) 로그로짓모형(log-logistic model)과 로그노말모형(log-normal model)을 적용하였다. 추정결과, 로그로짓모형의 절단평균은 3,401원, 평균은 4,937원으로, 로그노말모형은 절단평균이 3,433원, 평균은 4,144원으로 나타났다. 체험공간이 삶의 질과 산업육성을 위해 필요성이 높음에도 지불의사에 대한 부정적 답변이 많았으며 체험공간의 미경험자가 가치를 상대적으로 높게 평가하였다. 체험공간 추가설치의 문제는 체험공간에 대한 가치평가의 제고뿐만 아니라 복합 기능의 도입, 다양한 고령친화용품 구비, 개인맞춤형 지원, 나아가 접근 편의성과 서비스 수준을 제고해야 할 필요성을 보여주었다.

트라우마(trauma)를 치유하는 공간의 가치와 디자인접근에 관한연구 - 시대별 특성과 변화에 대한 관찰을 중심으로 - (A Study on the Emotional design approach and the Value of the Space for Healing the Trauma - Focus on the periodical characteristics and changes -)

  • 우지연
    • 한국실내디자인학회논문집
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    • 제19권2호
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    • pp.206-215
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    • 2010
  • The negative memories which come from tragic events such as war, terror or various conflicts in modern cities have been threatening the mental health of city-dwellers. This thesis focuses on 'healing public space' that will help recover the life of city-dwellers who sustain various trauma. For this, the author investigated the significant memorial space through 1980-2010 from site visits, interviews, and related theses and books and then extracted necessary information from each period. This thesis aims to find the changes of the memorial concepts and visitor's reaction for last 30years. 1)1980-: Healing concept and visitor's positive response 2)1990-: Healing by emotional experience approaches to the memorial museum such as narrative approach, exhibition media using 5senses, interactive display and preserving trace, 3)early 2000-: Healing by architectural experience 4)2002-: present: Healing projects by various programs. Steady advances in memorial design for healing trauma are due to the efforts for emotional design approach to eeply move the visitors and the efforts have to be continued. The study emphasize the importance of attracting eople by experimental, emotional design contents not just by aesthetic and functional public design ideas.

현시(顯示)적 조경작품의 특성 연구 (A Study on the Characteristics of Revelatory Landscape Projects)

  • 김정호
    • 한국조경학회지
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    • 제35권2호통권121호
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    • pp.37-48
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    • 2007
  • An exhibit entitled 'Revelatory Landscapes' was held at the San Francisco Museum of Modem Art from May 5 to October 14, 2001. For this Museum's rot off-site outdoor exhibition, five outstanding design teams-Kathryn Gustafson, Hargreaves Associates, Hood Design, Tom Leader Studio, and ADOBE LA-created site-specific installations in Berkeley, Oakland, San Jose, and the San Francisco Bay Area. Each project showcased a hybridization of environmental art and landscape design. The main content revealed through revelatory landscapes were the natural, cultural, and historical palimpsest of the sites-particularly as related to the history of minorities such as Native American, African Americans and Latin Americans-as well as the every day life of ordinary people. To represent these ideas, a juxtaposition of the past and the present was broadly applied. Furthermore, the use of dramatic colors, textures, and forms in consideration of materials coupled with the revelation of natural elements such as wind and sunlight accelerated the effect of this juxtaposition. Every project of the Revelatory Landscapes exhibit requires a phenomenological experience to be appreciated. Via the five senses, these experiences cause a synesthetic experience beyond solely the visual. By examining the projects of 'Revelatory landscapes', the threshold for a new blending between environmental art and landscape design as well as new landscape design strategies that overcome the dichotomy between nature and culture will change and evolve.

여고생의 의복행동과 자기효능감 및 감각추구성향과의 관련 연구 (Female Adolescents' Clothing Behavior as Related to Self-Efficacy and Sensation Seeking)

  • 고애란;이수경
    • 한국의류학회지
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    • 제22권7호
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    • pp.931-941
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    • 1998
  • The purpose of this study were 1) to identify the effects of the self-efficacy, sensation seeking and delinquency on female adolescents' clothing behavior, and 2) to identify the differences in self-efficacy, sensation seeking, deliquency and clothing behavior in relation to the demographic variables. The data were collected from 435 high school girls living in Seoul, via a self-administered questionnaires, and were analyzed by factor analysis, Peason's correlation, multiple regression, one-way ANOVA and SNK test. The result of this study were as follows: As the result of analyzing the effects of self-efficacy, efficacy, sensating seeking and delinquency on each of clothing behavior variables, fashion leadership was explained by the factors such as social self-efficacy, delinquency and boredom susceptibility, and psychological clothing dependence by boredom susceptibility, social self-efficacy, and thrill and adventure, clothing exhibition by boredom susceptibility, delinquency, and general self-efficacy, social approval by boredom susceptibility, and general self-efficacy, preference for up-to-data style by delinquency, boredom susceptibility by delinquency, boredom susceptibility. There were significant differences between the two types of school in general self-efficacy, thrill and adventure, experience seeking, delinquency, preference for up-to-data style, and appearance related delinquency. Location of school had the effects on experience seeking, delinquency, fashion leadership, and appearance related delinquency, and socioeconomic status on fashion leadership.

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Understanding Consumer Perceptions of Luxury Vintage Fashion

  • Tungyun Liu;Sijun Sung;Heeju Chae
    • 아태비즈니스연구
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    • 제14권1호
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    • pp.41-57
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    • 2023
  • Purpose - The purpose of this study is to research how the different types of experiences affect consumer's recognition in terms of luxury vintage fashion products, and what kinds of value consumer can achieve. Design/methodology/approach - The study is based on the means-end chain (MEC) approach for an in-depth understanding of consumers' recognition systems through conducting the laddering interview technique. Above all, the research conducted a pilot test to gain attributes of consumer experiences about luxury vintage fashion products from Korean and Taiwanese. Findings - It is found that not only by actual purchase, experience without purchasing also can lead to consumers' self-fulfilment and self-accomplishment, which filled the lack of relevant literature in the luxury vintage industry. In addition, the study sorted out the channels that consumers approach LVF products, which provide a classification reference for future research related to the luxury vintage consumer. Research implications or originality - As consumers can gain a lot kind of value through LVF products, luxury brands can attract consumers by using vintage as a market strategy. For luxury marketers, by running LVF shopping mall online or opening LVF stores, not only allow consumers' attach with LVF products but also can further lead to the purchase behaviors. In addition, consumers who are interested in LVF are those who are aware of the authenticity, uniqueness, and rarity of the brand. Due the fact, these consumers may be interested in the topic of sustainability.

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

  • 서나현
    • 한국실내디자인학회논문집
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    • 제20권1호
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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.

박물관 관람경험의 특성과 시대적 의미에 관한 연구 (A Study on the Experiential Characteristics of Museum Visit and Its Periodical Implications)

  • 김민아
    • 한국실내디자인학회논문집
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    • 제25호
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    • pp.191-197
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    • 2000
  • This thesis is focused on the visitors varied experiences of the current museum architecture. The current trend and periodical development of visitors experiences are discussed by analyzing the factors such as the external symbol scheme, the exhibition space scheme, and the visitors circulation scheme which are involved with a visitors experience and thus classifying the experiences related to each sample museum. Examining and providing logical descriptions on each of the schemes helps comprehend the visitors varied experiences. This research, which deals with thoroughly understanding a museum as an architecture followed by taking visitors experiences into account, is aimed to contribute to improving visitors experiences in the course of designing a museum. The above-mentioned types of combination applied to each museum chosen for the research help understand the following : National museums show predominance of specific visitors experiences. As for the external symbol scheme, most of national museums have adopted the temple type, whereas international museums have equally adopted with the temple type and the showroom type which are characterized by its dedication to function and being in balance between contents and formalities.

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태백 고생대 박물관 계획 (Tae-Baek Natural History Museum Project)

  • 이무상
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.75-76
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    • 2007
  • Recently with increasing interest in the natural science history education, a lot of natural science museums have been developed in various locations. This project is located in one of the biggest Paleozoic site, Taebak Kangwon-do. This kind museum has had important rolls in terms of education for student, destination for traveling and reservation of important holdover of the old ages. To do those kind of parts, this project has been designed with concepts and themes like; i. being organized with story telling structure with theme "secret of life and earth from Taebak" ii. combining experiences between outdoor experimental search for the real fossils and indoor educational interactions with real size model and moving films. iii. designing with strong identities of Paleozoic era. For the design identities the outer appearance was designed with motive of trilbites in an abstract way and inside was finished with exposed concrete and various size of moving films projected to walls and floor to emphasize real scale experience of the old ages.

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보령화력발전소 홍보관 계획 (Boryeong Fire Plant Museum Project)

  • 이무상;정도균
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.77-78
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    • 2007
  • This project has been designed for people to experience and understand the process, importance and benefit of coal fire plants. As the biggest and first typical Korean fire plant using coal, Boryeong fire plant has had important roll for the Korean industries. Even so, people has had wrong prejudice for the fire plant in terms of environmental protection. To do these kind of rolls, this museum has been designed with theme, "Boryeong fire plant mating symbiotic relationship between nature, human and technologies." The space was zoned with five major themes: i. circulation of energy in nature, ii. electric power and eco-fire plant, iii. future energy, iv roll for future of environment, v. Korea as the leading energy industry. The design has been developed focused on spatial experiences to make 'Design Sequence' with linear circulations haying several important destinations. The interior has been finished with minimal color and materials projected by big sized movie and various LED movie system. Concept of appordance has been used to make interactive experiences between exhibits and visitors.

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