• Title/Summary/Keyword: Exhibition Experience

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A Study on the Revitalization of Railway Station Water Tower (철도역사 급수탑 주변 활성화에 관한 연구)

  • Lee, Hyun-Jeong
    • Journal of the Korean Society for Railway
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    • v.13 no.4
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    • pp.357-362
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    • 2010
  • The railroad that represents modern industry began appearing in 1899. However, after the steam locomotive that provided water stopped the service, the water towers within the railroad station were useless. Suggestions presented in this study for activating the environment around the water towers that are designated as the cultural properties results are as followed: 1) The place where people can experience the vestiges of Korean War and the region that different novels accommodated. 2) A plaza 3) A facility for exhibition of industry inheritance and local products 4) A local landmark 5) Reproduction of the historical steam locomotive and water tower Local residents should participate in the activation process. And the designer should consider the environmental context. In addition, the activation of water towers should be designed under an urban plan.

A Study on the Exhibit Environmental Design through the Transparency of the Cubism (큐비즘에서의 투명성 개념에 의한 전시환경디자인 연구)

  • 김호연
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.154-161
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    • 2004
  • When people visit other countries, the first place to go would be either a museum or an art gallery because it might be the most effective way that people could understand culture and history of the place in a short time. It can be alleged that a museum must be an important cultural space because people can experience their life, history and art there. According to these cultural importance, the purpose of this study is to suggest the environmental design of $\boxDr$Design Museum$\boxUl$ through the Transparency of the Cubism. The Transparency means a capability of transmitting light so that objects on the other side can be seen clearly. The Concept of the Transparency could be taken effects in architecture by overlapping facets or space. By understanding formative properties of the Cubism, which especially focused on Transparency, 1 would like to propose the environment as an art and the exhibition-environment as a way of communication. As it were, the study can be valued as a new approach on condition that formative feature is interpreted with modern terms and the ‘Digital technology’ is not used a tool of representation but a tool of thought in terms of design. Moreover, it has a great significance that formative language of the Cubism will be able to be applied to the environmental design through the experimental and creative design process.

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.

An Analysis of Visitor Responses Based on Instagram Hashtags (인스타그램 해시태그 기반의 전시관람경험에 대한 반응 분석)

  • Park, Jihyun;Seok, Ayoung;Yoon, Youngjun;Rhee, Bo-A
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.369-372
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    • 2018
  • 박물관 3.0시대의 도래와 함께 박물관 경영 측면에서 빅데이터 분석, 그리고 공유와 개방의 관점 및 커뮤니케이션 플랫폼과 마케팅 도구로써 소셜 미디어의 영향력이 증대되고 있다. 모바일 애플리케이션이나 비콘에 의존했던기존의 박물관 빅데이터 분석과는 달리, 본 연구에서는 전시에 대한 인스타그램의 해시태그를 분석함으로써, 관람객 분석도구로써 인스타그램 해시태그의 효용성과 가치를 입증하는데 목적을 두고 있다. 이를 위해 최근 2년 동안 국내에서 개최된 다섯 개의 전시의 인스타그램 해시태그를 수집 및 시각화했다. 그 결과, 모든 전시의 인스타그램의 해시태그는 전시명, 전시장소, 전시회, 지역명, 작가명에 집중되었다. 결론적으로 인스타그램의 해시태그는 전시관람 경험에 대한 분석을 위한 빅데이터로 사용하는 것이 부적합했다. 또한 관람객 개발을 위한 도구로써 인스타그램 해시태그의 효용성과 가치는 입증되지 못한 반면, 노출형에 해당하는 해시태그의 정보 확산에 대한 잠재력은 확인되었다.

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A Study on the Plan of Library focused on Ulsan-shi (광역시 도서관의 계획 방향에 관한 연구 - 울산광역시 도서관을 중심으로 -)

  • Hwang, Tae Joo;Kim, Da Hae;Lim, Ho Kyun
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.174-181
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    • 2012
  • In 2010 there are 759 public libraries in Korea, and they have been increased constantly for the recent four to five years. In order to make them as cultural spaces in local communities, Korean government is now planning to increase the number of public libraries up to 900 and to build small to medium-sized multiple purpose libraries rather than large and single purpose ones. Especially in the case of public libraries in metropolitan cities, which are main libraries in those areas, they should be designed to play major functions of cultural experience, exhibition, and life-long education as well as to meet the basic needs of providing books for public reading and of building and developing branch libraries based on local characteristics. Above all, in order to make a public library as a center of local culture, a space planning focused on increasing utilization and satisfaction of the residents is required. It is essential to conduct a survey to understand the needs of the residential users and reflect their opinions. In this regard, our research process was constructed as follows. First, precedent studies on a certain densely populated area were reviewed. Second, a survey was conducted in Ulsan city to figure out the needs and the satisfaction level of the actual users. The purpose of this study is to propose a better space planning approach for public libraries in metropolitan cities based on the analysis.

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A Study on the Trend Analysis on the Hypertext Representation of the Museum Space (전시공간의 하이퍼텍스트적 표현 경향 분석에 관한 연구)

  • Kim, Ji-In;Yoon, Gab-Geun
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.64-71
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    • 2009
  • The modern society is rapidly changing through the development of computer network technology. By generation a collapse of boundaries between may important social institutions, computer networking has affected culture, economy and the physical environment. Because of this, people face a switchover from a simple society, to a compound society. It will also increase the diversity if society's demand, though, and experience. This change is not an exception in the exhibition space. People are more interested in civilized pastimes and also demand diverse thinking. So as a necessary consequence, the function of museum space Is offended and that there are various attempt to increase information and demand of that space. The purpose of this study is try to find a solution a countermeasure of modern society's mobile situation. Researchers analyzed structural qualities of Hyper-text; non-boundary, interaction and nonlinear and deduce nine kinds of methods to apply in space. Also, Researchers looked at the examples in museum space and derived like this expression way; dynamics, mobility, a non-materiality, continuity, complexity from analysis of expression way.

A Study on the Development of Information Protection Education Contents in the Maritime Using Metaverse (메타버스를 활용한 조선 해양 분야 정보보호 교육 콘텐츠 개발 방안)

  • Kim, Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1011-1020
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    • 2021
  • Throughout the years, cybersecurity incidents related to the shipbuilding and maritime industries are occurring more frequently as the IT industry develops. Accordingly, expertise in the information protection industry is necessary, and effective education contents on information protection are needed for this purpose. Recently, there have been more and more cases of increasing user experience by applying Metaverse technology to the educational field. Therefore, this study analyzes the existing information protection education and training and the information protection education contents in the maritime industries and proposes four directions for content development (i.e., online education and seminars, cybersecurity threat learning of virtual ships, accident reproduction, and maritime cybersecurity exhibition operation).

An Analysis of Instagram Hashtags Related to the Exhibitions in Korea

  • Park, Jihyun;Seok, Ayoung;Yoon, Youngjun;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.49-56
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    • 2019
  • The purpose of this study is to analyze the characteristics and meanings of Instagram hashtags related to the exhibitions as a online communication platform of museums. At the same time, it focuses on efficiency of hashtags as a reference framework of inferring viewing experiences. We collect and visualize Instagram hashtags of exhibitions held in Korea for the past two years including 'Paper Present (2017)', 'YOUTH (2017)', 'Monet, Draw Light Exhibition (2018)', 'Van Gogh Inside (2016)', 'Drawn by the Wind: Shin yun-bok & Jeong Seon'. To sum up, significant data related to viewing experiences are not derived, and hashtags as a reference framework of inferring viewing experiences are turned out to be inefficient. Meanwhile, we conclude that potential for distributing information about the exhibitions is inherent in hashtags. In terms of informational characteristics, we notice that the influence of hashtags related to regional information is presented more than the response toward the viewing experiences. This result shows that Instagram users in the exhibitions are worthy of place making rather than viewing experiences.

Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.