• 제목/요약/키워드: Smart Museum

검색결과 46건 처리시간 0.032초

스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구 (The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media)

  • 양연경
    • 한국IT서비스학회지
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    • 제16권1호
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로 (A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum)

  • 김보경
    • 사물인터넷융복합논문지
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    • 제9권3호
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    • pp.69-74
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    • 2023
  • 온라인 전시관을 기반으로 한 스마트(智慧) 박물관은 문화 예술을 체험 할 수 있는 예술과 미래 기술의 접목으로 4차 산업혁명의 움직임과 그 맥락을 같이 한다고 볼 수 있다. 본고는 중국 스마트 박물관에 대해 둔황박물관, 고궁박물관, 중국 공예미술대사 박물관의 적용 사례를 통해 중국이 4차산업의 기술을 어떻게 수용하고 기술을 적용하여 선도하고 있는지 살펴보았다. 공통적으로 중국 스마트 박물관은 환경데이터 수집 및 통합 디지털 어플리케이션 설립, VR AR을 통해 컬렉션 보전, 서비스, 관리, 전시에 폭넓게 활용되고 있었다. 본 연구자는 중국 스마트(智慧) 박물관 사례를 통한 온라인 전시는 운영상의 효용성이 뛰어나고 이미지 복제품 아니라 다른 차원에 존재하는 공간으로 파악하였다. 따라서 온라인 전시는 공간을 확장시킬 수 있는 최적의 매체이며, 감상자들은 박물관을 직접 방문하지 않고도 박물관 전시실을 구석구석 거닐며 박물관의 모든 콘텐츠와 소통할 수 있다. 스마트 박물관의 온라인 전시를 통해 관람객과 감상자는 보다 적극적인 문화소비자로 전환될 수 있으며 집단 역량을 키울 수 있다.

Research on the transformation of smart museums under the Internet thinking: A case study on the palace museum

  • Peng, JingYi;Jin, XueHua
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.377-392
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    • 2022
  • With the development of information and Internet technology, traditional museums have been long followed the trend of integrating innovative technological elements into the changed museums. It is necessary that the museums seize the opportunity of the trend transforming into smart museums, the key is to grasp the characteristics and laws of the Internet era, and use Internet thinking to explore the future development path. However, there are few studies on Internet thinking among the existing results. On the other hand, most of the relevant actual case studies still focus on the micro-level, which has obvious limitations. This paper will start from the current situation and trend, focus on the Palace Museum as a case study object, and discuss the problems and characteristics, so as to put forward the thinking about the development of smart museums in four aspects to explore the optimal path of transformation for smart museums.

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.

확장된 기술수용모델을 적용한 스마트관광 콘텐츠 사용의도에 관한 연구: 국립중앙박물관 방문객을 중심으로 (A Study on Intention to Use of Smart Tourism Contents through Extended Technology Acceptance Model: Case of Visitors to the National Museum of Korea)

  • 정은성;최사라;손민영
    • 디지털융복합연구
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    • 제19권9호
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    • pp.115-123
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    • 2021
  • 본 연구의 목적은 확장된 기술수용모델을 적용하여 박물관 방문객의 스마트관광 콘텐츠 사용의도를 규명하는데 있다. 본 연구는 국립중앙박물관 방문객을 편의표본추출법으로 표본을 추출하여 온라인 설문조사를 통해 자료를 수집하였으며, 가설검정을 위해 확인적 요인분석과 구조모형 분석을 실시하였다. 실증분석 결과, 국립중앙박물관 실감영상관의 정보품질은 지각된 용이성과 지각된 수용성에 유의한 영향을 미치고 있었으며, 지각된 용이성은 지각된 유용성에 유의한 영향을 미치고 있었다. 또한 지각된 용이성과 지각된 유용성은 사용의도에 유의한 영향을 미치고 있었다. 이와 같은 결과는 박물관의 스마트관광 활성화를 위해서 관람객들이 쉽게 접근할 수 있고 사용하기 편리한 디지털 어플리케이션을 개발해야 함을 시사하고 있다.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.44-52
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    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

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).

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안 (A Study on Building Plan for Smart Guide Services Using Augmented Reality)

  • 최훈;윤영두;최은영
    • 한국정보통신학회논문지
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    • 제17권11호
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    • pp.2723-2728
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    • 2013
  • 스마트폰의 대중화로 인해 개인별 취향에 따른 생활의 변화와 개인의 맞춤형 서비스에 대한 관심이 증가하고 있다. 이러한 시대적인 변화에 맞춰 공공기관과 박물관 그리고 과학관에 이르기까지 개인별 맞춤형 서비스에 대해 관심이 증가되고 있으며 이를 충족시키기 위한 시스템의 변화가 나타나고 있다. 특히 박물관, 미술관, 과학관은 관람이라는 공통되어진 요소를 가지고 있으며, 단체 관람과 개인별 관람형태로 이루어지고 있다. 박물관과 과학관은 미술관과는 달리 역사와 과학교육이라는 대 국민적인 목적이 담겨져 있으며, 테마파크와는 달리 엔터테인먼트와 교육을 병행해야하는 공공기관으로서의 역할이 있다. 이러한 목적을 달성하기 위해서는 전시물에 대한 충분한 몰입도를 높여야 하며, 그와 병행하여 전시물에 대한 연령대별 설명이 부가되어야 한다. 따라서 본 연구에서는 효율적인 관람 서비스를 제공하기 위해 증강현실을 이용한 엔터테인먼트 기능과 교육을 함께 병행할 수 있는 효율적인 방안에 대하여 연구하고자 한다.

Design review on indoor environment of museum buildings in hot-humid tropical climate

  • Ogwu, Ikechukwu;Long, Zhilin;Okonkwo, Moses M.;Zhang, Xuhui;Lee, Deuckhang;Zhang, Wei
    • Advances in Computational Design
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    • 제7권4호
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    • pp.321-343
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    • 2022
  • Museum buildings display artefacts for public education and enjoyment, ensuring their long-term safety and the comfort of visitors by following strict indoor environment control protocols using mechanical Heating, Ventilation and Air Conditioning (HVAC) systems to keep the (environmental) variables at a fixed comfort level. Maintaining this requires constant supply of energy currently mostly sourced from the combustion of fossil fuels which exacerbates climate change. However, a review on the effects of the indoor environmental variables on museum artefacts as well as museum visitors revealed that there is no specific point at which artefact deterioration occurs, and that there are wide ranges of conditions that guarantee the long-term safety of artefacts and human comfort. Visits to museum buildings in hot-humid tropical climate of Nigeria revealed that strict indoor environmental practices were adopted. Even when appropriate micro-climatic conditions are provided for artefacts, mechanical HVAC systems remain necessary for visitor comfort because almost no consideration is given to natural ventilation. With the current global push towards energy management, this paper reviewed passive environmental control practices, architectural design strategies, and discusses the adaptation of double skin façade with jali screens, and the notion of smart materials, which can satisfy the range of requirements for the long-term safety of artefacts and levels of human comfort in buildings in hot-humid tropical climate, without mechanical HVAC systems. This review would inspire more discussions on passive, energy efficient, smart and climate responsible popular architecture, challenging current thinking on the impact of the more accepted representative architecture.