• Title/Summary/Keyword: Experiential exhibitions

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A Study on the Activation of Archive Exhibitions using Archival Contents (기록콘텐츠 기반의 아카이브 전시 활성화 방안)

  • Seo, Eun-Gyoung;Park, Heejin
    • Journal of Korean Society of Archives and Records Management
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    • v.19 no.1
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    • pp.69-93
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    • 2019
  • Archive exhibitions are one of the important tasks of archives that promote the value of archives and contribute to increasing users' interest and positive image but have not yet been activated. Recently, there has been a shift from a one-way archive exhibition to a new way to draw attention and understanding from users by using archival contents. This study aims to propose ways to activate archive exhibitions by utilizing archival contents by analyzing the exhibits of domestic cultural heritage institutions. Focusing on ways to improve the understanding and utilization of records through archival contents, the proposed strategy for developing archive exhibition programs is a three-way contents-based exhibition, experiential exhibition, and digital environment-based exhibition. The results of this study are expected to help develop archival exhibition programs that will enhance users' interest and understanding of records.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

A Study on Haptic Presentation Methods in the Experience Exhibition Spaces - With Experience Exhibition Space - (전시공간에서의 촉지적(Haptic)연출 방법에 대한 연구 - 체험전시 공간 중심으로 -)

  • Cho, Min-Hwa
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.229-239
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    • 2015
  • The 21st century is a multiplication age and social and cultural phenomena have become diverse and peoples' desires and individuality have become important. Accordingly, the sensibility that reflects human taste is also required in the exhibition space. The exhibitions in this age induce the direct cognition of senses or take interactive forms that contact diverse media and react. The purpose of this research is to define the concept of haptic presentation method in which the audience perceive in the exhibition space by themselves and the visual elements spread into other senses and perceive complexly, and to present the directional nature. To conduct this research, first, this researcher recognized that haptic sensory experiential research by analyzing the roles and transition history of exhibition space is needed for the present age Second, based on philosophical theories, four haptic sensory expression characteristics (medium nature, experiential nature, attractiveness, sensitiveness) were derived by substituting Giles Deleuze's four haptic spatial characteristics (grasping short distance, dispersed gaze, cognition of bodily movement, formation of synesthesia through complex senses) and six formative factors of exhibition space (space, form, size, light, quality of materials, and color). And the effective exhibition presentation methods were analyzed through six cases of experiential exhibition spaces. Accordingly, what matters in the experiential exhibition space is to produce the four characteristics: medium nature, experientiality, attractiveness, and sensitiveness in equilibrium. It is necessary for the designers to reflect it appropriately in producing so that the audience can think and experience by themselves. Accordingly, in this thesis, it could be seen that to produce the haptic production characteristics in the experiential exhibition space in equilibrium is the important factor in the experiential exhibition space. In conclusion, experiences in the exhibition space should be approached with the transcendental haptic presentation method by which even the space of actually unexperienced cognition can be expanded and experienced through the metastasis and tension of various senses. Also, researches on such senses should be developed continuously, and this researcher expects that this will become a stimulant to present a new directivity.

A Case study on Storytelling Experiential Exhibition at the National Lighthouse Museum (국립등대박물관 스토리텔링 체험전시 연출 사례연구 -<등대와 과학> 상설전시를 중심으로-)

  • Song-Yi Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.11a
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    • pp.162-165
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    • 2023
  • This paper examines the approaches to science operational exhibitions and storytelling to enhancing visitors of the National Lighthouse Museum of Korea. Through this case, our museum aims to share its directions of the scientific exhibition and development direction of the Aids to Navigation Heritage Museum. The exhibition content was storytelling to naturally guide the flow along the story, and the exhibition coordinating was designed as an experiential exhibition so that visitors could interestingly experience the scientific principles applied to navigation signs.

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Visitor's Behavioral Characteristics for the Experiential Exhibition (자연사박물관의 체험형 전시에 대한 관람객의 행태특성)

  • 배선화;최준혁;임채진
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.147-155
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    • 2004
  • The purpose of this research is to improve exhibition effectiveness by implementing hands-on exhibition technique that best provides adults with cultural resting place and children with outdoor education which simply supports school curriculum. By completing this research, the museum of natural history will become defined innovative as a place that enables people actively develop creativity For this sake, some of domestic natural science museums were selected as the samples in this study, such as Seodaemun of Natural History, Incheon Standing Science Pavilion and Daejeon National Science Museum, Which all produce experience-based exhibition in relatively brisk manner. First of all, this study attempted to identify the traffic line and behavioral characteristics of spectators who used experience-oriented exhibition through follow-up and observational study Then it divided samples into adults and children group to compare and analyze the ratio of using exhibitions, the ratio of spectators and the sojourn time according to the type of experience-oriented exhibitions. In addition, this study attempted to collect available data about spectators who were in conversation with one another on the other hand, it also attempted to determine any effects on using experience-based exhibition by performing a questionnaire survey, so that it might set up an index for behavioral characteristics the spectators who visit such exhibition.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.