• Title/Summary/Keyword: Exhibition Experience

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The effect of Art Experience on Consumption of Art and Culture: Focusing on Art Exhibition Visits (문화예술 경험 요인이 문화예술향유에 미치는 영향 - 미술 전시회 관람을 중심으로 -)

  • Lee, Ah Young;Kim, Bumsoo
    • Korean Association of Arts Management
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    • no.58
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    • pp.89-119
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    • 2021
  • This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.

A Study on the Influence of the Exhibition's Image on Visitor's Satisfaction and Behavioral Intention (전시회 이미지가 방문객 만족 및 행동의도에 미치는 영향 연구)

  • Kim, Si-Joong
    • Journal of the Economic Geographical Society of Korea
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    • v.20 no.3
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    • pp.419-430
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    • 2017
  • This study aims to analyze the effect of the exhibition's image toward Visitor's Satisfaction and Behavioral Intention (re-visit and recommendation), and to investigate the influence relationship between visitor's satisfaction and behavioral intention. Thus, the survey is carried out to 489 visitors from Daejeon International Wine Fair and the result shows as following. First, after the analysis of local exhibition's image, 6 factors(wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency) come out. Second, the impact on image of exhibition's image from 6factors is sequentially followed as wonderfulness tendency, experience tendency, purchase tendency, entertainment tendency, and utility tendency, however the local tendency have no impact on. Third, in the influence relationship between re-visit and exhibition image- as a following order- wonderfulness, purchase tendency, experiment tendency, entertainment tendency and local tendency are sequentially have an impact. Forth, the result of the analysis for influence between elements of the exhibition's image factor and the intention of recommendation shows that wonderfulness, experience tendency, entertainment tendency, and purchase tendency elements had a meaningful influence on the intention of recommendation however, local tendency and utility tendency do not have an impact. Fifth, the satisfaction of visitors have an affirmative influence on the intention of behavior(re-visit and recommendation).

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.583-590
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    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

A Study on the Characteristics of Space organization of Renzo Piano's Museum Projects (렌조 피아노(Renzo Piano)의 미술관건축 공간구성 특성연구)

  • 이성훈
    • Korean Institute of Interior Design Journal
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    • no.17
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    • pp.65-72
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    • 1998
  • This study intends to analyze the various spatial structures and characteristics of the museum based on the two of the Renzo Piano's recent projects Menil Collection '||'&'||' Museum and Beyeler Foundation Museum Which defined the direction of the "Third Generation" in museum architecture with reference to the quality of spatial experience and design applications. Comparison and analysis were done on the basic spatial organization floor layout accessibility exhibition area lighting plan and circulation between the two museum. Through the itemized common characteristics of the museum the architect's proposal on meaning and direction of the new museum architecture can be viewed. The contemporary museums distinguish themselves quite clearly from their predecessors and this applies both to their own form and to their spatial organization. As the public demands and requests toward the museum building facility expand everyday the architect must respond by providing multiple types of space where people can experience different atmosphere in each area. One concept he used to create multi experienced area was manipulation of the natural light using by the state-of-the-art techniques of the light filtering system and multi-layering roof system to protect the valuable collections against the direct sunlight. But mainly it was to prove his strong belief in "architecture of light" by creating space with minimized meaning by purposely distinguished area in order to provide maximum support to the physical value of the collection " The connection with nature" is another concept which Piano used to provide the public a tranquil experience through out the architecture which engages in a lively dialogue with art. In spatial organization Piano concerned on functionality which not only concentrated on the visitor's point of view but also on the museum staff's comfort. Unlkie the traditional museum he alternates various size of exhibition areas for spatial hierarchy. Specially the spatial flexibility that the temporary exhibition areas are able to be expanded to the permanent exhibition areas by adjoining t재 spaces differentiate Piano's new museum from the rest. museum from the rest.

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Relationships between Digital Media and Exhibition Design Methods Development -Focused on Camera Sensing & Video Input/Output Works- (디지털미디어와 전시디자인기법개발의 상관성 -카메라 센서와 비디오 입출력작업을 중심으로-)

  • Ahn, Ho-Eun
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.162-170
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    • 2008
  • The promotion of new product is one of most important object for exhibition design. The majority of conventional exhibition technique has been implemented through one-way communication. However, using digital technology, development of new exhibition techniques is necessary for promotion of high-tech products and consideration of the phases of the times. This paper propose the various possibilities of exhibition design model which is using camera sensing and video input/output. Interactivity is efficient method to communicate between viewers and displays. Viewers can be participate actively and exhibition goal will be accomplish through this. Using camera as visual senses, video input/output technique is offered not only introducing new product but also entertaining viewers through various ways of representation. Physical experience and learning process can be expected from the exhibition space and the object. The classification of the artist who are using video input/output technique and exhibition examples are described. The collaboration on a work with the new media artist and the exhibition design will be complement each other. It will be solved the problems of realization and corporation of idea and technology.

A Study on Schematic Design of Sport Exhibition (스포츠 전시관 기획에 관한 연구)

  • Kang, Ho-Seop
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.159-162
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    • 2004
  • The globalization through sport has its own positive point, because its speed can proceed faster than the other area. For twenty-five years long Soccer has influenced people all of the world not only as a role of the most enjoyable sport, but also as a role of the most important position in politics, economics and social fields. Moreover, soccer has comprised transcendentally within region, race and nation which has made a big market share in leisure industry. By completing this research, the Sport Exhibition should be defined innovatively as a place that enables people actively to develop their creativity. Some of overseas sport exhibitions were selected as a sample in this study, such as The National Football Museum in England, Cornilon Nord Saint Denis in France and Sir Matt Busby Way Old Trafford Manchestrer Ml6 ORA in England, which produced an experience based exhibition. Here this study is purposed to establish, efficiently, the history of korean soccer and FIFA Worldcup as a part of construction for 2002 FIFA Worldcup exhibition and to define its conceptional characteristics composition of planning and schematic design than to play a role as basic study of architectural space.

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A Study on the Correlation between the Spatial Configuration and Visitor's Distribution in Museum (박물관 전시공간구조와 관람분포의 상관성 검토)

  • Park, Moo-Ho;Ryu, Tae-Hyun;Lim, Che-Zinn
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.168-171
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    • 2005
  • A movement of visitor is a practical means that provides a spatial arrangement of exhibits and validity to that principle. Thus, an exhibition of a museum cannot be completed by an intrinsic value of exhibition itself. Rather, the meaning and value of exhibition can be genuinely evaluated by a visitor's experience and reactions. Therefore, focusing on an correlation between exhibits' spatial configuration and a behavior in a museum, this thesis will establish effective indicators of analysis and their validity in predicting a frequency of visitor's visit depending on the structural form of exhibition space.

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Development of Science Museum Exhibition Contents for Youth Education Developed by Science and Engineering College Students (이공계 대학생이 참여하는 청소년 교육용 과학관 전시 콘텐츠 개발)

  • Kim, Seunggyu;Han, Hyeontaek;Park, Jongrae
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.11-20
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    • 2021
  • The purpose of this study is for science and engineering students to experience social contribution through voluntary projects. The method of research is to create and introduce the exhibits and its exhibition commentary of Science Museum for local youth. The exhibition commentary is a project that stimulates student's interests in science and technology by providing scientific knowledge and research information. Producing exhibits is a project that discovers local technologies as well as introduces its history, technology, and scientific principles to young students. Two projects confirmed the positive effects of creating opportunities for science and engineering students to contribute to society and expanding scientific content, and showed implications for engineering education.

Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto (메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로)

  • Kim, Youbin;Nam, Yanghee
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

A Study on the Space Planning of Culture Contents Exhibition Hall (Based on case study) (문화콘텐츠 전시관 공간기획에 관한 연구)

  • Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.435-442
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    • 2014
  • This study investigated many factors which had to be considered importantly in space planning for the cultural contents exhibition hall on the basis of establishment cases at this time that cultural contents were considered very importantly in the national economy. It must be a priority to set up the concept of the exhibition space which can encompass exhibition spaces, exhibits, the approach to experience exhibitions and others for the effective planning for exhibition spaces showing cultural contents. Visitors' moving lines should be planned based on that concept setting. It is necessary to reflect human attributes that people detect environmental information and perceive the environment through their sensory organs and plan moving lines considering visitors' cognitive, emotional and psychological factors which they can feel according to the temporal order. In addition, this study led visitors to respond exhibits through their five senses and increased the effects that visitors appreciated exhibition spaces, actively getting out of the way that visitors experienced exhibitions, which might be limited to sight. This study will be able to provide specific space planning methods related to the establishment of cultural industry-based professional exhibition halls which have been increased day by day at this time that culture-based industries are considered to be important. Moreover, it will be helpful in reducing the trial and effort factor in the exhibition hall establishment project.