• Title/Summary/Keyword: Exhibition Hall

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The study about safety evaluation of electronic interlocking device (전자연동장치 안전성 평가에 대한 연구)

  • Yang, Yoon-Seok;Lee, Jong-Woo
    • Proceedings of the KSR Conference
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    • 2006.11b
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    • pp.850-855
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    • 2006
  • Railway signal interlocking device with the reverse unit control device which is most important from country season, the subway and the high-speed railroad back, electric relay boarding and lodging accomplishes the master and servant and it comes and before from the Japanese back and an electronic interlocking device, a zone one interest in updated technology introduction Great Britain, Germany, Sweden and the United States, it quarrels about under developing it puts to practical use even from our country it shows. About reasoning lower our country subway or the country closing up shop stem there is not a possibility of throwing away the impression where the exhibition hall of foreign nation signal system is being turning out. Consequently is enormous a system well expense at the foreign corporation about under paying Oh!, it understands, with difficult always it is exposed to it is an actuality in the accident which is dangerous. In like this point of view first piece which is important securing safety of system from electronic anger of electronic interlocking device.

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A Plan Memoral Hall of loyal troops Resistance to Japan (항일의병기념관 계획)

  • Cha, Sang-Gi
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.198-201
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    • 2007
  • Currently, both Korea and Japan have cooperated to get a foothold in economic major countries in the Asia through the various economic cooperation and the overcoming of cultural difference in cultural interchanges between two countries. However, in the present age, two countries are on the other road in historical view and conception; the final report over 3 year studies by the two countries' history study partnership commission shows the above views; while Korea has been in base of Japan colonialization's unjustification, Japan has been in base of its facts. The aboves have proved that Japan has not taken an honest self examination and conscience over the history. Accordingly, Japan resistance volunteer memorial is proposed as the educational place to carry down the martyr's holy patriotism in later ages and practice its spirit by learning the resistance volunteer resistance volunteer movement, which focused on resisting the Japan invasion and fighting the independence.

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A Study on the Effect of Booth Recommendation System on Exhibition Visitors Unplanned Visit Behavior (전시장 참관객의 계획되지 않은 방문행동에 있어서 부스추천시스템의 영향에 대한 연구)

  • Chung, Nam-Ho;Kim, Jae-Kyung
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.175-191
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    • 2011
  • With the MICE(Meeting, Incentive travel, Convention, Exhibition) industry coming into the spotlight, there has been a growing interest in the domestic exhibition industry. Accordingly, in Korea, various studies of the industry are being conducted to enhance exhibition performance as in the United States or Europe. Some studies are focusing particularly on analyzing visiting patterns of exhibition visitors using intelligent information technology in consideration of the variations in effects of watching exhibitions according to the exhibitory environment or technique, thereby understanding visitors and, furthermore, drawing the correlations between exhibiting businesses and improving exhibition performance. However, previous studies related to booth recommendation systems only discussed the accuracy of recommendation in the aspect of a system rather than determining changes in visitors' behavior or perception by recommendation. A booth recommendation system enables visitors to visit unplanned exhibition booths by recommending visitors suitable ones based on information about visitors' visits. Meanwhile, some visitors may be satisfied with their unplanned visits, while others may consider the recommending process to be cumbersome or obstructive to their free observation. In the latter case, the exhibition is likely to produce worse results compared to when visitors are allowed to freely observe the exhibition. Thus, in order to apply a booth recommendation system to exhibition halls, the factors affecting the performance of the system should be generally examined, and the effects of the system on visitors' unplanned visiting behavior should be carefully studied. As such, this study aims to determine the factors that affect the performance of a booth recommendation system by reviewing theories and literature and to examine the effects of visitors' perceived performance of the system on their satisfaction of unplanned behavior and intention to reuse the system. Toward this end, the unplanned behavior theory was adopted as the theoretical framework. Unplanned behavior can be defined as "behavior that is done by consumers without any prearranged plan". Thus far, consumers' unplanned behavior has been studied in various fields. The field of marketing, in particular, has focused on unplanned purchasing among various types of unplanned behavior, which has been often confused with impulsive purchasing. Nevertheless, the two are different from each other; while impulsive purchasing means strong, continuous urges to purchase things, unplanned purchasing is behavior with purchasing decisions that are made inside a store, not before going into one. In other words, all impulsive purchases are unplanned, but not all unplanned purchases are impulsive. Then why do consumers engage in unplanned behavior? Regarding this question, many scholars have made many suggestions, but there has been a consensus that it is because consumers have enough flexibility to change their plans in the middle instead of developing plans thoroughly. In other words, if unplanned behavior costs much, it will be difficult for consumers to change their prearranged plans. In the case of the exhibition hall examined in this study, visitors learn the programs of the hall and plan which booth to visit in advance. This is because it is practically impossible for visitors to visit all of the various booths that an exhibition operates due to their limited time. Therefore, if the booth recommendation system proposed in this study recommends visitors booths that they may like, they can change their plans and visit the recommended booths. Such visiting behavior can be regarded similarly to consumers' visit to a store or tourists' unplanned behavior in a tourist spot and can be understand in the same context as the recent increase in tourism consumers' unplanned behavior influenced by information devices. Thus, the following research model was established. This research model uses visitors' perceived performance of a booth recommendation system as the parameter, and the factors affecting the performance include trust in the system, exhibition visitors' knowledge levels, expected personalization of the system, and the system's threat to freedom. In addition, the causal relation between visitors' satisfaction of their perceived performance of the system and unplanned behavior and their intention to reuse the system was determined. While doing so, trust in the booth recommendation system consisted of 2nd order factors such as competence, benevolence, and integrity, while the other factors consisted of 1st order factors. In order to verify this model, a booth recommendation system was developed to be tested in 2011 DMC Culture Open, and 101 visitors were empirically studied and analyzed. The results are as follows. First, visitors' trust was the most important factor in the booth recommendation system, and the visitors who used the system perceived its performance as a success based on their trust. Second, visitors' knowledge levels also had significant effects on the performance of the system, which indicates that the performance of a recommendation system requires an advance understanding. In other words, visitors with higher levels of understanding of the exhibition hall learned better the usefulness of the booth recommendation system. Third, expected personalization did not have significant effects, which is a different result from previous studies' results. This is presumably because the booth recommendation system used in this study did not provide enough personalized services. Fourth, the recommendation information provided by the booth recommendation system was not considered to threaten or restrict one's freedom, which means it is valuable in terms of usefulness. Lastly, high performance of the booth recommendation system led to visitors' high satisfaction levels of unplanned behavior and intention to reuse the system. To sum up, in order to analyze the effects of a booth recommendation system on visitors' unplanned visits to a booth, empirical data were examined based on the unplanned behavior theory and, accordingly, useful suggestions for the establishment and design of future booth recommendation systems were made. In the future, further examination should be conducted through elaborate survey questions and survey objects.

A Survey on Characteristics of Distribution for Indoor Air Pollutants in Museum Environments (박물관내 실내공기오염물질의 분포 특성 실태조사)

  • Kim, Yoon-shin;Roh, Young-man;Yoon, Young-hun;Lee, Cheol-min;Kim, Ki-yeon;Kim, Jong-cheol;Jeon, Hyoung-jin;Sim, In-suk
    • 보존과학연구
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    • s.28
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    • pp.91-104
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    • 2007
  • The goal of this study was to provide basic data for arrangement of management in museum environment. We investigated characteristics of distribution on indoor air pollutants at exhibition halls and storages in museums between July and August, 2007. The monitoring carried out at three cultural sites, Pusan, Daejeon and Kyungjoo which is possessed their own exhibition hall and storage in Museums. We adopt the several pollutants for this survey such as $PM_{10}$, $PM_{2.5}$ $CO_2$, Formaldehyde, TBC, CO, $NO_2$, Rn, VOCs, $O_3$ and followed the standard method of Ministry of Environment, Korea for sampling and analysis, respectively. The results of this survey revealed that average concentration of $PM_{10}$ and $PM_{2.5}$ in storages were $117.3{\mu}g/m^3$ and $92.6{\mu}g/m^3$, respectively. The average concentration in storages of gases pollutants and microorganism such as $CO_2$, Formaldehyde, $NO_2$, Rn, TVOC, $O_3$, and TBC showed as: 788.8ppm, $30.7{\mu}g/m^3$, 0.4ppm, 6.4ppb, $1.3pCi/{\ell}$, $1,374.9{\mu}g/m^3$, 2.4ppb, and $119.4cfu/m^3$, respectively. In addition, average concentration of $PM_{10}$ and $PM_{2.5}$ in exhibition halls were $49.5{\mu}g/m^3$ and $56.1{\mu}g/m^3$, respectively. The average concentration in exhibition halls of gases pollutants and microorganism such as $CO_2$, Formaldehyde, $NO_2$, Rn, TVOC, $O_3$, and TBC showed as: 475.2ppm, $94.1{\mu}g/m^3$, 0.3ppm, 12.4ppb, $0.3pCi/{\ell}$, $1,179.1{\mu}g/m^3$, 5.2ppb, 2.4ppb, and $24.8cfu/m^3$, respectively.

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A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

Exploring the Characteristics of STEAM Program Developed by Docents and its educational impact in the Natural History Museum

  • Park, Young-Shin;Park, Jin-Hee;Ryu, Hyo-Suk
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.75-90
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    • 2014
  • The purpose of this study was to explore the characteristics of STEAM program developed and implemented by two docents and its educational impact for the use of natural history museum. Two docents developed this program with the help of science educators who ran five times of workshop during five months. The STEAM program implemented in the natural history museum demonstrated the following characteristics. The exhibitions in museum were reached by visitors only for learning science concepts (S) out of five components in STEAM. The other components, T (technology) and E (engineering), were delivered through lectures in the room, not exhibition hall. M (Mathematics)was achieved by guessing the animal's size, or calculating the walking or running speed with the clue of foot prints. The three phases of STEAM program (presentation of context, creatively design the investigation, and emotional touch) were explicitly implemented but partially successful. Two docents participating in this study responded that they formed new or extended the understandings about STEAM education, but they had the difficulties in implementing STEAM program for various type of visitors. All visitors who participated in this study displayed the favorable responses in educational impact by STEAM program in natural history museum. The heavier emphasis on E and T of STEAM program is recommended through community-based learning. In addition, educator professional program through which docents can bridge theory into practice is suggested for revitalization of STEAM education.

A Study on Public Property of the Regional Museum Design- Focused on the 21st Century Museum of Contemporary Art, Kanazawa, Ishikawaken in Japan - (지역 미술관디자인의 공공성에 관한 연구 - 일본 석천현 금택 21C 현대미술관을 대상으로 -)

  • Son Kwang-Ho;Kim Kang-Sub
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.177-184
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    • 2005
  • The 21st Century Museum of Contemporary Art, Kanazawa as a regional public culture facility is the place where it is possible to think over the roles and meanings of a museum. The urn of this research is to provide information for exploring a desirable direction of the design of a regional museum by analyzing the architectural meanings and public property of the 21st Century Museum of Contemporary Art, Kanazawa. In addition, we arranged the totes and meanings of a regional museum and the concept of the public property in architecture. We also analyzed the architectural quality and the expression of the public property in this museum, as well as the value and meaning of a museum through field researches. The results of this research are as follows. First, this museum breaks with the existing stereotyped Idea to be a space open to the citizens. It secures a wide public space and provides the convenience of access and every facility for citizens. Second, the floor plan is divided into the interchanging area for citizens and an exhibition area; the outskirts of the inside of the museum are planned to be used free of charge for an interchanging space of citizens as a public-owned space of citizens. Third, the public-owned space of citizens includes a citizen exhibition hall, an art library, a kids studio and rest space, which ate all designed lot everyone to enjoy freely. Last, the exterior shape of the museum is simple but harmonize with the surroundings. It has an unique shape showing the local identity, and its most special properties are the convenience of access, introduction of a free space inside, and security of a huge space for children and citizens.

Development of RFID-based Automatic Analytical Information Generation System for Ubiquitous CRM in an Exhibit Hall (전시장에서 유비쿼터스형 고객관계관리를 위한 RFID기반의 분석정보 자동생성 시스템 개발)

  • Kim, Do-Hyeun;Kang, Moon-Suk;Park, Chan-Jung
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.85-96
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    • 2009
  • Due to the bitter competition in markets and the need changes of consumers, customer relationship management(CRM) plays a key role in determining management strategies in companies. In addition, due to the advance of Ubiquitous environment, new applications are developed in the CRM arena. Since traditional data gathering methods can invade people's privacy and cause inaccurate data, new methods are required. In this paper, we propose an RFID-based automatic analytical information generation system for a ubiquitous CRM. Firstly, we develop an RFID middleware. And then, we store the data acquired from the middleware into a database. Finally, we analyze the data automatically and convert the data into meaningful information. By applying our system to an exhibition hall, automatically generated analytical information are given to companies and customers. The proposed system can make many companies meet their customers' needs in a ubiquitous way and can give them more accurate data by using clustering, associating, sequencing when they make a decision for their successful marketing.

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Implementation of Spatial Augmented Reality Using Fog Screen (포그 스크린을 이용한 공간증강현실(SAR) 구현)

  • Park, Yoenyong;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.43-54
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    • 2019
  • In this paper, we review the applicability of fog screen to implement 'Spatial Augmented Reality' which displays the image on the whole space of real space or in real space by separating display equipment and user, in contrast to the traditional Augmented Reality. Through three exhibitions and one performance, we confirmed t hat the fog screen, which can be passed through, is a suitable material for implementing the Spatial Augment ed Reality. We found that the hologram production was easier than before because of fog screen. Through the questionnaire survey conducted on performers along with the exhibition, we found that only about half of people know what a fog screen is, and about 10% of the total respondents saw the fog screen. In order to investigate the effect of fog screen on the surrounding space, we conducted an experiment to observe the change of humidity according to the time and distance in the Children's Culture Center of the Asian Culture Center. We found that the humidity within a radius of 5m around the fog screen could increase by 2~3%($6,400m^3$ standard). Thus we provided some safety requirement with fog screen when works made of materials vulnerable to moisture such as paint, paper, and wood are exhibited at the same time with fog screen in the exhibition hall.