• Title/Summary/Keyword: Theme Museum

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Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea - (어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.172-180
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    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.

Analysis of Actual Conditions and Consideration of Specification Plan of Local Theme Science Museum (지방테마과학관의 실태분석 및 특성화방안 고찰)

  • Jung, Jin-Ju
    • Journal of the Korean Institute of Rural Architecture
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    • v.11 no.3
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    • pp.1-9
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    • 2009
  • Through 'Local Theme Science Museum' aid program that is one of emphasis promotion strategic project by 2007 'Science.Technology.Cultural Project Plan', raises status of scientific technique by national core ability because all people expand base that understand and support scientific technique, and forms a social atmosphere which is scientific technique is important which scientific technique can be spread widely on national life and society whole, and proceeds target that expand local science museum facilities by a base of local science culture spreading and popularization. Accordingly, to plan balanced regional development and utilize to an advanced base of local science culture spreading because offer a science culture experience opportunity to local inhabitants, 'Local theme science museum' project is doing for that establish more 100 science museums for national.public.private institution in whole country until 2012 year. Support 39 projects to 2008 from 1999 thereby, in January, 2009, 13 'Local theme science museum' is opened and operated. This study examined arrangement preferentially about 'Science.Technology.Cultural Project Plan' that is background of 'Local theme science museum' project. Since surveying science museum which is on opening and operation at the present and analyzed actual conditions and facilities and investigated specification necessity and direction of 'Local theme science museum'. Hereafter, to seek plan for propriety of project by characteristic and difference of 'Local theme science museum' is purpose of this study. Now, need set and promotion of following specification direction for right activation of proceeding 'Local theme science museum' by each area. First, differentiation of theme and justifiability of building, Second, propriety of site position, Third, maximization of synergy effect by mixing concept of 'Specialized Economic Zone for Regional Developmental Policy' and Ecomuseum's 'Theme center'.

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A Study on the Space Composition and the Visitor Circulation of the Theme Museum in Jeju (제주지역 테마박물관의 공간구성과 관람동선체계에 관한 연구)

  • Park, Chul-Min;Hong, Ji-Ho
    • Journal of the Korean Institute of Rural Architecture
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    • v.10 no.2
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    • pp.53-61
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    • 2008
  • There are many ways to know the social and cultural level of each country. Among them, a theme museum are not only the best place to understand the history, the life style and the culture level. This thesis has the purpose to provide the basic material through analyzing the space composition and the visitor circulation of the theme museum and understanding the relativity of them so that the new theme museums can be designed in the right direction. So I chose the independence museum that opened with in recent 10 years, finally middle & small size's theme museum were selected. The results from the case study are as follow. Firstly, according to a result of analyzing the characteristics of space composition with the ratio of each part's area, space composition of each museum is mainly for the exhibition part, but rarely for the education part. Secondly, theme museums in Jeju have the limit of diversity of circulation method because they have not the free circulation method. Thirdly, the characteristics of space composition is divided into basic type, center-hall enter type, around the center-hall type and guidance type. Fourthly, by analyzing the characteristics of space composition and circulation method of traffic line, it's realized that selective circulation method was applied to basic type and center-hall enter type, and guidance circulation method was applied to around the center-hall type and guidance type.

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A Study on the Exhibition Space Composition and the Exhibition Method of the Theme Museum in Jeju (제주지역 테마박물관의 전시공간구성과 전시방식에 관한 연구)

  • Hong, Ji-Ho;Park, Chul-Min
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.115-122
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    • 2008
  • There are many ways to know the social and cultural level of each country. Among them, a museum are not only the best place to understand the history, the life style and the culture level. The most important constituent, which museum architecture has, are visitors, exhibition and communication between visitors. Exhibition space composition is the one of important things in museum architecture, and it's essential to show an intent of exhibition to visitors. This thesis has the purpose to provide the basic material through analyzing exhibition space composition and exhibition method of the theme museum and understanding the relativity of them so that the new theme museums can be designed in the Tight direction. So I chose the independence museum that opened within recent 10 years, finally middle & small size's theme museum were selected. The results from the case study are as follow. Firstly, the exhibition space unit of basic type and center-hall enter type had a one-way for gateway and used the exhibition of three or four faces. The exhibition space unit of around tile center-hall type and guidance type had the separated gateway and used the exhibition of one or two faces. Secondly, the exhibition method of selected museums was divided into the wall face type and the island type. The exhibition method of two faces mainly used in guidance type caused complicated visitor circulation. In that case, it seemed to be good that two walls were used alternately. Thirdly, there were visual type, audio-visual type, handling type and experiential type in the method of exhibition. The former two types were used mostly, and the latter two types were rarely used. Fourthly, the wall face type was inefficient for exhibition because given walls were supposed to be used. Therefore, it was more effective to use the wall face type and the island type together.

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).

A Study on the Design of Theme park-style Museum Considering Characteristics of Local Culture (문화유산을 활용한 테마파크형박물관에 관한 연구)

  • Park, So La;Woo, Sung Ho
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.11-19
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    • 2013
  • The number of visitors to historic sites and museums in Korea has been on a rapid decrease and in order to search for creative ways to work on the problem, the study proposed a theme park-typed museum with cultural heritage applied and reviewed spatial strategies for such theme park-typed museums. Applied methods of research of this study are as follows. First, in order to understand definitions and current situations of cultural heritage use and theme park-typed museums, the study went thoroughly over all sorts of literature and reports as well as findings of advance researches on how to make a use of cultural heritage. Based on the results of the investigations, the study determined characteristics of the theme park-typed museums with cultural heritage applied which the study was proposing and the characteristics were categorized by type. Considering those characteristics and types gained in the study, the study looked for cultural heritage-based theme parks and museums in the world which were good enough to be used as research subjects in the study from the aspects of profitability and level of awareness. The study examined those theme parks and museums in the world and in the end, it found out ways to adopt the findings to the situations in Korea and discussed expecting effects as well. As to the characteristics of the theme park-typed museums with cultural heritage applied, the study divided those characteristics into mutual cooperation, location, communicability, authenticity, maintainability, education, durability, narrativity, undailiness, interactivity and leisure. The types were categorized into ride, environment direction, cartoon character and souvenir by attraction pattern. When cultural heritage is used actively, it would improve competitiveness of historic cultural sites and museums in return, making people realize the iterative structure of excavation, conservation, maintenance and use of cultural heritage. That would create many kinds of added values, re-discovering culture of the country. At the same time, it would also create a new value of culture as well. Now, it is important for us to do harder with researches on how to evolve museums and exhibition spaces. Considering that, the study is believed to make a contribution to revival of historic sites and museums in Korea but also establishment of scientific strategies.

Analysis of the Spatial Structure of Zaha Hadid's Museum using Space Syntax (공간구문론을 이용한 자하 하디드 뮤지엄 건축의 공간구조 분석)

  • Kook, Jin-Sun;Cho, Ja-Yeon
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.311-319
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    • 2013
  • Buildings of the de-constructive tendency beyond definite forms are being constructed in countries with economic power, technical skills and open culture because they require social conditions to accommodate those buildings as well as a lot of construction expenses. Frank Gehry and Zaha Hadid can be chosen as the representative architects of de-constructivism series who are currently working hard. Though both of them are architects belonging to the de-constructivism category, their works show different construction due to the differences in architectural philosophy and working ways. Gehry consider Architect as a fine art and enjoy (sculpture) three-dimensional structure work through Rough Model. With increasing demand for landmark atypical buildings, Hadid has been frequently awarded in the recent series of International Competitions and deals with a lot of cultural works. Affected by absolutism, Hadid showed various diagonal lines in her early construction and works based on the theme of dynamics such as lightness, gliding and light contact with the ground etc. Hadid's Architecture which worked under the theme of dynamic contains a variety of diagonal lines that might cause the viewers to have difficulty on spatial awareness, thus It is known that Hadid's Architecture has lower efficiency on the Circulation and difficulty on spatial cognition compared to the typical museum. According to the research findings of the previous paper that space understanding of viewers on Frank Gehry Museum consisting of complicated planes is generally better than that of them on a typical museum, the purpose of this study is to find out the Circulation efficiency and spatial cognition of Hadid Museum by explaining the space structure of dynamic Hadid Museum and the difference compared to typical museum.

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.