• Title/Summary/Keyword: Experiential Exhibition

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SEQUENTIAL MINIMAL OPTIMIZATION WITH RANDOM FOREST ALGORITHM (SMORF) USING TWITTER CLASSIFICATION TECHNIQUES

  • J.Uma;K.Prabha
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.116-122
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    • 2023
  • Sentiment categorization technique be commonly isolated interested in threes significant classifications name Machine Learning Procedure (ML), Lexicon Based Method (LB) also finally, the Hybrid Method. In Machine Learning Methods (ML) utilizes phonetic highlights with apply notable ML algorithm. In this paper, in classification and identification be complete base under in optimizations technique called sequential minimal optimization with Random Forest algorithm (SMORF) for expanding the exhibition and proficiency of sentiment classification framework. The three existing classification algorithms are compared with proposed SMORF algorithm. Imitation result within experiential structure is Precisions (P), recalls (R), F-measures (F) and accuracy metric. The proposed sequential minimal optimization with Random Forest (SMORF) provides the great accuracy.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

A Study on the Embodiment Characteristics of Space Branding for Brand Extension - Focused on the case study of hotels designed for brand extension - (브랜드 확장에 따른 스페이스 브랜딩의 구현적 특성 연구 - 브랜드 확장적 관점에서 디자인된 호텔 사례를 중심으로 -)

  • Kim, Ji-Young;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.96-105
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    • 2013
  • Branding is a process of building the relationship between a brand and consumers. This process can also happen in a space that reflects brand characteristics, and this kind of branding is called space branding. This way can strengthen a brand image by delivering its profound impressions with synesthetic experiential services for consumers. In terms of brand extension, particularly, it is possible by space branding to apply the image and value of the parent brand to spatial design so as to expect the direct effect of experiential brand recognition. As a result of case analysis for space branding - the scope of which was limited to hotels - specific ways of embodying a brand into space were largely classified into three types: the first is the 'embodiment of visual elements' that directly embodies a brand's logos, colors, forms, and textures into space; the second is the 'experience of brand content' that mainly adopts the way of giving impressions with events or customer services, or of inducing direct experiences combined with exhibition function; and the third is the 'symbolic expression of brand characteristics' that indirectly expresses the strong concept or image of a brand - a type in contrast to the first direct type. These ways of space branding change the general abstract feeling of a brand's qualities into specific spatial experiences, thus now settling as one of the ways of marketing that are direct, strongly sustainable, and the most effective.

Development of KOPRI's Experiential Field Trip Programs for the Spread of Polar Science Culture (극지과학문화 확산을 위한 극지연구소 체험형 견학 프로그램 개발)

  • Jung, Chanmi;Choi, Kyoulee;Baek, Eunjoo;Paik, Hee Su
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.1-14
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    • 2020
  • The goal of this study is to develop a hands-on type polar field trip program to inform the importance of the recent polar research and to contribute to the spread of polar science culture. For this purpose, the direction of program development and field trip course were established based on the current Korea Polar Research Institute tour program and research exhibition facilities analysis. Based on this, a total of 6 types field trip programs were developed, including one basic tour program and one optional experience program for the overall introduction of polar research institutes and polar science fields, and four optional experience programs for each education participant that enables field trips and professional experiential learning activities by polar science field. The developed program was revised and supplemented through a total of two trials, and a field trip program manual was produced, including guidance scripts, experience kits, activity sites, and instructor guides for each field trip. At the end, a follow-up study was proposed based on the significance and research results of the developed program.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

A Study on the Response of Visitors Who Experienced Art Museum Docent Guide: Based on the Phenomenological Methodology of Giorgi (미술관 도슨트 안내를 경험한 관람객 반응 연구 - 지오르기(Giorgi) 현상학적 방법론을 사용하여 -)

  • Park, Sujin;Ko, jeongmin
    • Korean Association of Arts Management
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    • no.57
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    • pp.5-32
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    • 2021
  • The purpose of this study is to find out what kind of experience docent programs provide to visitors in museums by means of Giorgi's phenomenological method. In-depth interview was conducted with 6 visitors who had experienced firsthand. As a result of the coding based upon Giorgi's method, it was divided into 6 categories and 21 subcategories, and the following results were obtained. First, the reason that the subjects of the study participated in the docent program was due to factors such as information, coincidence, induction of companions, and habits. Second, from participating in the docent guide, they felt that the docent led them to actively visit the exhibition, get the educational effect, and generate interest and curiosity. Third, looking at the reaction after participating in the docent guide, in addition to the positive influence, the docent's reading-like explanation and the problem of the microphone facility were negative experiences. Through this study, it was confirmed that there were many visitors who recognized that the docent guide was helpful in viewing the exhibition and experienced positive reactions. In addition, in the evaluation of the commentary of docent, there was a difference of views between art-related majors and non-majors. In addition, as a result of analyzing the participants' experiences according to Holt's frame of experiential consumption, it was found that the docent experience was a comprehensive consumption behavior appearing in all four fields.

A study on the Career of the civil engineering student at Technical High School (공업계 고등학교 토목과 학생의 진로에 대한 조사연구)

  • Kwon, Young hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.8 no.1
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    • pp.23-33
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    • 2009
  • The purpose of this study was to examine the basic academic achievement of technical high school students, their learning capability about major, their adaptability to school instruction and whether those factors of them was linked to their career in an effort to suggest workable reform measures. Technical high school seniors to grasp their basic learning capabilities and their opinions on the curricula. The findings of the study were as follows: First, the civil engineering students at technical high school weren't fully able to understand what they learned because of their poor basic achievement. They should take all the required courses to fix their academic deficiencies in the first year of high school, and client-centered additional education should be provided about particular subjects, such as mathematics, which they should learn to study their major. Second, many of the students chose technical high school through the advice of parents or since they weren't able to go onto academic high school. So they entered technical high school without knowing well about their major, and vocational education wasn't properly publicized. As students make a critical career decision in middle school, the government should build permanent pavilions for vocational-education exhibition where interested students can acquire information and explore their career without any restraints. Current fragrant vocational education that is based on experiential learning should be avoided. Third, the government substituted regular classroom teaching for field practice, and that resulted in providing just uniform instruction, destroying learning atmosphere and eventually holding teachers back from offering quality education. To remedy the situation, two different sorts of classes should be prepared. One type of classes are for college- bound students, and the others are for job-seeking students. College- bound students should receive education about humanities to improve their academic deficiencies, and job-seeking seniors should be allowed to take field-practice courses at authorized companies in the second semester. It's advisable personally and socially to help ensure their successful and immediate social adjustment.

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A Study on the Policy Direction of the Life-style SOC Project Using School Idle Facilities - Focusing on the Use of Idle Classes and Closed Schools in Japan - (학교 유휴시설 활용 생활형SOC사업 정책 방향 연구 - 일본 유휴교실 및 폐교 활용을 중심으로 -)

  • Lee, Jae-Rim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.4
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    • pp.1-14
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    • 2020
  • This study is to make suggestions on the type and operation of community life SOC projects suitable for the use of idle facilities in elementary and secondary schools. To this end, we analyzed the types and operation of desirable utilization facilities according to regional characteristics through the analysis of cases utilizing Japanese idle classrooms and closed schools. As a result of the study, in areas with excellent accessibility to residents such as old downtowns and towns, libraries, entrepreneurship counseling and exhibition spaces, and lifelong education centers were desirable as part of the residents' convenience facilities. It was found that the facilities that could be used with families, such as an experiential training center, were being utilized.

A Study on the User Perception for the Operational Plan Following the Establishment of the Okcheon-gun Daily Life Culture and Sports Center Library (옥천군 생활문화체육센터 도서관 건립 후 운영 방안을 위한 이용자 인식조사 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Kang, Bong-Suk;Ko, Jae Min;Kim, Jeong-Taek;Kwak, Woojung
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.87-110
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    • 2022
  • This study was conducted based on the need to establish an operational plan following the establishment of the Okcheon-gun Daily Life Culture and Sports Center Library, and for the users of public libraries in Okcheon-gun, the functions and roles of the Okcheon-gun Library, collection related to operational direction, user service related activation, library usage related status survey, preference for the future use and perception of desired services were surveyed. Based on the results of the perception survey, the direction required by the Okcheon-gun residents for the Library was identified, and the research results are as follows. As a result of the study, first, when establishing a collection plan, the data types ought to be based on the printed materials and the multi-media materials to reflect the needs of the users, and it may also be necessary to collect them in consideration of the subject areas including literature, art, history, and technical sciences. Second, to provide various information services, it would be necessary to establish an overall information service plan, and it was identified that it would be necessary to develop various information services according to the user preferences and provide cooperative services. Third, it was determined that the programs appropriate for the various subjects and age groups should be continuously expanded moving forward in consideration of the larges demand for programs by the residents of Okcheon-gun. Fourth, new constructions and spatial improvements are needed, and the overall preference for open spaces was significant. In the case of cultural space, the preference for youth cultural facilities, convenience facilities for residents, infinite loss of imagination, and the (experiential) exhibition halls turned out to be large.