• Title/Summary/Keyword: Smart Museum

Search Result 46, Processing Time 0.035 seconds

Research on the Dynamic Application of Cultural and Creative Products based on Museum Resources (박물관 자원에 기초한 문화 창작물의 활성화 응용 연구)

  • Qi, xiao;Pan, Younghwan;Jang, Wan-Sok
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.2
    • /
    • pp.151-166
    • /
    • 2022
  • Museum is the carrier and symbol of history and cultural accumulation, and the museum cultural relics are clues with the spirit of history. Moreover, the museum cultural and creative products are portable history. Museum has changed form the traditional "object-basic" model to the modern "people-basic" model, which pays more attention to its living inheritance. Therefor, the museum cultural and creative products is also the way of expression of its living inheritance. This paper analyzes the opportunities and difficulties of cultural and creative products of Chinese museums by means of network survey, field survey and expert interview. In order to improve the design method of cultural and creative products. By exploring the cultural connotation, broadening the functional factors, innovating the design factors and creating the empathy factor between products and people to explore and the verify. Trying to make up the imperfect design methods of cultural and creative products in small and medium-sized museums which leads to the lack of function, innovation and communication of cultural and creative products. We try to attract more people's attention, spread traditional culture and realize the resonance between people and objects.

The Need to Strengthen Realistic Media Education Program in Korean Museums by Introducing SmartGlass (스마트글라스 도입을 통한 국내 박물관 실감미디어 교육 프로그램 강화 필요성)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.429-434
    • /
    • 2022
  • This paper focuses on developing and strengthening realistic media education programs through the introduction of smart glass for reasonable development and operation of academic research as well as hands-on learning and services provided by museums in modern society where the labor market changes. Through this study and case, a paper was written to improve the quality of museum education programs and hands-on learning through smart glass, and to provide higher education services to the people and contribute to the development by helping academic research.

A Study on the Spatial Structure Analysis of history museum using the Complex System (Complex system 이론에 따른 역사기념관 공간구성체계에 대한 연구)

  • Lee, Seung Yong;Park, Ji Hun
    • Smart Media Journal
    • /
    • v.11 no.7
    • /
    • pp.85-93
    • /
    • 2022
  • Currently, Korea is achieving cultural, economic, and social growth as a member of the international community along with its social growth. In the 2000s, local communities and local governments made multidimensional efforts with historical and cultural interests. And as part of that, historical museums were built or expanded to increase the quantity in anticipation of citizens' satisfaction and attracting visitors. However, the qualitative effect of the exhibition space is not achieved. Therefore, in this study, the analysis according to the complex system theory on the interrelationship between exhibition planning, space, and spectators was carried out based on the case of domestic historical museums, and future exhibition space planning or movement lines according to the mutual relationship between the exhibition space and the spectators were conducted. The purpose of this study is to conduct research on specific visualization and data derivation regarding spatial density and spatial perception information.

Extracting parameters of TMD and primary structure from the combined system responses

  • Wang, Jer-Fu;Lin, Chi-Chang
    • Smart Structures and Systems
    • /
    • v.16 no.5
    • /
    • pp.937-960
    • /
    • 2015
  • Tuned mass dampers (TMDs) have been a prevalent vibration control device for suppressing excessive vibration because of environmental loadings in contemporary tall buildings since the mid-1970s. A TMD must be tuned to the natural frequency of the primary structure to be effective. In practice, a TMD may be assembled in situ, simultaneously with the building construction. In such a situation, the respective dynamic properties of the TMD device and building cannot be identified to determine the tuning status of the TMD. For this purpose, a methodology was developed to obtain the parameters of the TMD and primary building on the basis of the eigenparameters of any two complex modes of the combined building-TMD system. The theory was derived in state-space to characterize the nonclassical damping feature of the system, and combined with a system identification technique to obtain the system eigenparameters using the acceleration measurements. The proposed procedure was first demonstrated using a numerical verification and then applied to real, experimental data of a large-scale building-TMD system. The results showed that the procedure is capable of identifying the respective parameters of the TMD and primary structure and is applicable in real implementations by using only the acceleration response measurements of the TMD and its located floor.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
    • /
    • v.18 no.5
    • /
    • pp.831-837
    • /
    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.45-51
    • /
    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

Impact of the Characteristics of Docent Mobile Apps on User Satisfaction and Intention to Re-use (박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향)

  • Jung, Da-Wn;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.329-341
    • /
    • 2016
  • With the introduction of smart phones in the late 2000's, the audio guides of museums have been gradually replaced by the mobile apps of smart phones. Although many studies have been already conducted about the mobile apps in the fields of tourism or finance, it is hard to find empirical research on the mobile docent apps. This study aimed to investigate the influence of the various factors of mobile docent apps on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Technology Acceptance Model (TAM), a research model was constructed that consists of information timeliness, information service quality, ubiquitous access, and interactivity, along with the variables of TAM such as perceived ease of use, and perceived usefulness. A survey was conducted at Rodin museum in the United States where all the information about exhibitions is provided over a smart docent app. 210 surveys were collected, and 204 valid ones were used for analysis. The analysis using structural equation modeling revealed that information timeliness, information service quality, and interactivity have significant influence on perceived ease of use; ubiquitous access and interactivity showed significant impact on perceived usefulness. The perceived ease of use and usefulness then had significant impact on satisfaction and intention to re-use.

A Low Power Consumption Management Scheme Based on Touch & Play for Smart Memory Tags (스마트 메모리 태그를 위한 Touch & Play 기반 저전력 소모 관리 기법)

  • Yun, Young-Sun;Ha, Sunju;Son, Kyung A;Eun, Seongbae
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.12 no.3
    • /
    • pp.131-138
    • /
    • 2017
  • QR/NFC tags have been utilized in various fields like exhibition, museum, and so on, but they have a drawback that they are read-only fundamentally. We devise a novel device called a smart memory tag (below mem-tag) which is supplemented with the write function through combining a flash memory into a NFC tag. A mem-tag is composed of an NFC tag, an MCU, a flash memory, a bluetooth module, and a battery, and is inter-operating with smartphones via bluetooth communication. It can be used in a bulletin board to support writing replies and in a check-in service to verify the presence of the site. What matters is that users' inter-operations are borne to be asynchronous, which leads to the energy consumption to wait for users' actions. Sleep mechanisms and asynchronous MAC protocols used in ubiquotous sensor networks cannot avoid the consumption of battery. In this paper, we propose a touch and play scheme for minimizing the consumption of battery that the MCU wakes up and PLAY when a user TOUCH the mem-tag. We implemented the system to show that our scheme lets the mem-tag work 50 times longer than the sleep and wake-up scheme.

A study on the user-evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 연구)

  • Rhee, Boa
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.215-218
    • /
    • 2013
  • 본 논문에서는 루브르박물관, 미국자연사박물관, 대영박물관, 아시아문명박물관, 국립미술관, 빌바오 구겐하임스마트폰 애플리케이션에 대한 사용자 평가를 통해 정보서비스에 대한 만족도를 비교하고, 사용성과 기능적 특성간의 상관관계를 검증했다. 사용자 평가에 대한 종합결과와 정보서비스의 총점을 비교한 결과, 빌바오 구겐하임, 미국자연사박물관, 루브르박물관에 대한 만족도가 높게 평가되었다. 또한 사용성은 개인화적 특성, 비간섭적 특성, 동기부여, UX/UI, 연결완전성이 내재한 관람모형, 정보서비스 등 모든 요인과 유의미한 상관관계에 있었다. 본 연구를 통해 도출된 하나의 중요한 시사점은 박물관 스마트 폰 애플리케이션에 대한 만족도는 하드웨어나 기술의 적용보다는 콘텐츠와 관람객 사이에서 발생하는 인터랙션에 따라 좌우된다는 것이다.

  • PDF

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.796-805
    • /
    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.