• Title/Summary/Keyword: 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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    • v.8 no.4
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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.

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

  • Sin, Gwang-Cheol
    • Journal of the Daesoon Academy of Sciences
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    • v.18
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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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What is Natural History\ulcorner (지역사란 무엇인가\ulcorner)

  • Choe, Jae Chun
    • The Korean Journal of Ecology
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    • v.18 no.4
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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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A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum- (사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로-)

  • 임경부;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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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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    • v.14 no.2
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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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    • v.10 no.2
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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.

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

  • Yu, Hei-sun;Kim, Myoung-nam;Lee, Sung-eun
    • Conservation Science in Museum
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    • v.3
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    • pp.71-78
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    • 2001
  • The airtightness of museum cases in museums was measured by using CO2 tracing gas, but it has been pointed that it has a problem with measuring the airtightness of a museum case which has a hole inside before it is used or while is being used. So studies tried to come up with alternatives which make it possible to measure the airtightness of a museum case before it is used or while it is being used if necessary by indirectly measuring the airtightness of the museum case without changing its form. Indirect measuring is done by measuring the change of Art-sorb weight and the change of temperature and humidity inside the museum case. Experiments were made for 12 days with three builtin wall case installed at the same place without turning on the lights but with Art-sorb and the data logger of temperature and humidity put into museum case. The change rate was produced with the change of temperature and humidity inside the museum case divided by that of those around museum case. As a result, the temperature change rate of museum case A(0.67) was lower than that of museum case B(0.69) or museum case C(0.79). The humidity change rate of museum case A(0.12) was lower than that of museum case B(0.19) or museum case C(0.72) showing that its airtightness was the best. Also in the direct airtightness measurement by CO2 tracing gas, the air exchange rate was compared with the humidity change rate by Art-sorb in the indirect measurement.

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

  • Zheng, Hua;Lee, Sung-Hoon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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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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Factors Influencing Museum Visits: An Empirical Study in Vietnam

  • NGUYEN, Lan
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.217-227
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    • 2021
  • This paper aims to investigate factors affecting museum visits of young people in Vietnam by sending questionnaires to 2106 young people aged between 14-30 in Vietnam. With the support of SPSS version 2016 and STATA version 22, this paper illustrates that the empirical findings are appropriate with previous literature reviews. Research hypotheses such as learning purposes, intrinsic motivation, extrinsic motivation, and museum architecture are significantly and positively correlated with museum visits measured through customer visiting intention, customer satisfaction, and customer loyalty. Furthermore, males have a stronger interest in visiting the museum but a low re-visit intention than females. People with a higher level of education and higher income are also more likely to visit the museum than those with a lower level of education and income. Finally, the research results suggest that the family class and the orientation of parents play an important role in encouraging children to increase museum visiting intention; however, children of high-class families are less likely to have a high intention, satisfaction, and loyalty toward museum visitation than children of lower-class families.