• 제목/요약/키워드: Museum

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Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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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.

기독교박물관의 현황과 전망 - 개신교박물관을 중심으로 - (The Present Situation and Prospect of Christian Museums: with a special focus to Protestant museums)

  • 신광철
    • 대순사상논총
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    • 제18권
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    • pp.191-213
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    • 2004
  • The purpose of this essay is to survey the present situation of christian museums and to suggest future direction on the basis of the former result. Firstly, I arranged the present situation of protestant museums as a basic work to secure the importance of religious museums. And I will continue researches about catholic, buddhist, folk museums etc. A christian museum is important in that it is a storehouse of precious data accumulated in the history of modern Korea. However, interest in its value has not been given sufficiently so far despite its importance. Most christian museums are petty in their scale and management. When we consider the historical weight of christian history in the modern Korea, the status of christian museums have to be improved from now on. I classified the types of christian museums in Korea into christian history museum, christian art museum, biblical archeology museum, local churches' history museum, christian figures museum(memorials of famous christians), and mission school(colleges) museums on the basis of contents they possess. It can be said that the representative types among these are christian history museum and biblical archeology museum.

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제실 박물관에서 이왕가 미술관으로: 컬렉션 목록으로 본 소장품의 구성과 특성 변화 (The Transition from the Imperial Museum to the Yi Royal Household Art Museum: Changes in the Composition and Characteristics of the Collection as Seen through Its Inventory)

  • 목수현
    • 박물관과 연구
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    • 제1권
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    • pp.306-329
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    • 2024
  • 1909년에 설립된 제실박물관은 한국 박물관의 효시이자 그 컬렉션은 현재 국립중앙박물관의 근간을 이루고 있다. 그런데 제실 박물관이 창경궁에 설립될 때에는 박물관만 설립된 것이 아니라 동물원, 식물원이 함께 설립되었다. 이 세 시설은 1911년 이후 함께 창경원으로 불리기도 했으나, 동물원과 식물원은 1938년에 박물관 소장품이 이전될 때에 창경원에 남게 되었고 이왕가 박물관 소장품 중 일부도 창경원에 남게 되었다. 이때 남겨진 소장품 가운데에는 왕실에서 사용하던 가마나 갑옷 등 민속품도 있었고 조류박제 등도 있었다. 이 조류 박제는 창경원 명정전의 회랑에 전시되기도 하였으며, 명정전 뒤쪽에 있는 표본실에도 전시되었다. 특히 조류 박제는 제실 박물관(이왕가 박물관)의 특성을 재고하게 하는 것이다. 제실 박물관은 설립 초기부터 고려 청자 등 도자기, 불상, 회화의 명품을 주로 수집하여 미술박물관의 성격이 두드러진 것으로 알려져 왔다. 그러나 이러한 성격은 제실 박물관의 특성의 하나에 지나지 않는 것으로 보인다. 제실 박물관은 살아 있는 동물을 수용한 동물원, 열대 식물을 기르는 온실 등을 포함한 식물원과 더불어 조류박제 등 표본을 수집함으로써 초기에는 박물학적 관점에서 종합 박물관의 특성을 지향했던 것으로 보인다. 특히 박물관의 일반 사무를 담당한 시모고리야마 세이이치는 1908년부터 1917년까지 조선산 조류 표본을 수집하고 이를 목록화함으로써, 동물원과 식물원이 단순한 놀이 동산의 성격만 지닌 것이 아니라 박물학적 목적도 지니고 있었던 것으로 볼 수 있게 한다. 다만, 제실 박물관(이왕가 박물관)은 박물관이 지녀야 할 수집, 전시 기능에 더해 연구와 교육 기능을 해야 하는 근대 박물관의 특성에서 연구와 교육 기능은 상대적으로 미비했다. 조선산 조류 박제 등은 수집은 이루어졌으나 연구가 이루어지지 못한 점은 이 박물관의 소장품이 박물학적 관점에서 수집되었으나, 보다 전문적인 연구로는 나아가지 못한 한계를 지니고 있음을 보여준다. 이 연구는 이왕가 박물관 소장품 목록과 이왕가 박물관 소장 조선산 조류 목록 등을 통해 이 박물관의 특성이 변화했음을 고찰하고자 한다.

지역사란 무엇인가\ulcorner (What is Natural History\ulcorner)

  • Choe, Jae Chun
    • The Korean Journal of Ecology
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    • 제18권4호
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    • pp.525-531
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    • 1995
  • The Korean government has recently announced its plan to establish the first National Museum of Natural History. However, the Korean word for natural history, jayonsa, is not a very familiar term to some academics as well as the general public. This article discusses the definition and history of natural history, describes the functions of natural history meseums, and makes suggestions to the establishment of our National Museum. Modern natural history is no longer an art of ‘stamp collecting’. It is a comprehensive scientific endeavor pursuing to enlighten the history of the planet Earth and the diversity of natural objects it contains. Natural history museum must have two museums within the museum: the outer museum for exhibition and general public education and the inner museum for research and specialist education. I hope that our National Museum of Natural History will be a place where we all get to know about Nature and thus to love her.

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사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로- (A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum-)

  • 임경부;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 1999년도 춘계학술발표대회 논문집
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    • pp.7-10
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    • 1999
  • The organization of modern society is suddenly changing from the modern society to the ultra modern informationalized society. Various social members must satisfy cultural and artistic desires to serve museum concept and function to move the informationalized society. A lot of natural history museum in the world build cyber space exhibition lines. Audiences do not directly visit but they view but they view the exhibit, get an education, participate in the cultrue programs and earn the museum's informations. Especially, in the case of national and public museums in Korea, they do not concerned the museum architecture before processing the character and collections of the museum. Cyber museums determine museum character, policy, information, collections converge of opinion voluntary collection and grasp of location, because cyber museum can be finished be4fore the work of the future museum.

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Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Impact of Digital Technology on the Art Museum Industry's Business Model

  • Zou, Anna;Xu, Jingyi;Choi, Myeongcheol;Chen, Lingyun;Kim, Hannearl
    • International Journal of Advanced Culture Technology
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    • 제10권2호
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    • pp.116-121
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    • 2022
  • Digital technology has now pervaded and become an inseparable part of our daily life. The art museum sector is evolving into a business model that adapts to the new digital format due to the requirement for survival and development. This study examines the development state of China's art museum industry and investigates the current business model innovation trend in the art museum industry from three perspectives: reorganization and development of the art museum industry's business model theory; reconstruction of the art museum industry's display and marketing logic; and innovation of the art museum industry's operation mechanism, based on a systematic assessment of domestic and international research. This research can provide reference value for digital technology to drive the innovation of business model in art museum industry. Moreover, the study has important reference significance for the development strategy of art museum industry.

조습제(燥濕濟)(Art-Sorb)를 이용한 벽부형진열장(壁附形陳列欌) 밀폐도(密閉度) 간접측정(間接測淀) (Air-tightness Test by Silicagel on Museum Cases)

  • 유혜선;김명남;이승은
    • 박물관보존과학
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    • 제3권
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    • pp.71-78
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    • 2001
  • 박물관 진열장의 기밀성은 일반적으로 CO2 추적가스를 이용한 밀폐도를 측정함으로서 조사되어 왔지만 진열장 내부에 구멍을 내야하는 점은 사용전이나 사용 중인 진열장에 대한 밀폐도 측정에 적용하는데 문제점으로 지적되어 왔다. 이에 진열장의 형상을 변화시키지 않고, 진열장의 밀폐도를 간접측정함으로서 사용전이나 필요에 따라서는 전시중인 진열장에 대한 밀폐도를 측정할 수 있는 대안을 제시하고자 하였다. 밀폐도는 간접측정법은 진열장 내부의 온습도변화와 습도조절제(Art-sorb)의 중량변화를 통해 진열장의 기밀도를 간접적으로 알아보는 방법이다. 실험은 동일장소에 시공된 3개의 벽부형진열장을 대상으로 진열장내 조명을 켜지 않고 Art-sorb와 온습도 수집기를 넣고 12일간 진행하였다. 각 진열장내 온도와 습도 변동분을 주변변동분으로 나눠 변동율로 나타냈으며, 그 결과 온도 변동율에서는 벽부장A(0.67)가 벽부장B(0.69)나 벽부장C(0.79)보다 변동율이 적었으며 습도 변동율에서도 벽부장A(0.12)가 벽부장B(0.19)나 벽부장C(0.72)보다 변동율이 적어 기밀도가 가장 양호함을 알 수 있었다. 또한 CO2추적가스를 이용한 직접 밀폐도 측정에서의 공기교환율에 대하여 간접 밀폐도 측정에서의 습도변동율을 대입해 보았다.

뮤지엄 공간의 가변적 활용 특성에 관한 연구 - 교육공간을 중심으로 - (A Study on the Quality of Variable Space for the Museum Space - Focused on Educational Space -)

  • 정화;이성훈
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.220-225
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    • 2008
  • Museum has been advanced according to the change of the society, playing a role of social education for people as a public place. However, many museum have limited which does not allow the museum to act various roles for public needs such as resting, entertaining, educating. Accordingly, this research has intention to solve the problem that the museum cannot satisfy public various needs by functional adaptation of the space; the theory of variable space. The objective of this research is to try to find the problems and solutions from museum space through research about Spatial variability and to analyze expression special quality of museum that is used as variable. Therefore, this research is to lay the foundation of Variable application technique of educational space of museum hereafter.

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