Kim, Jung-Jun;Kim, Min-Gyu;Kim, Ju-Hyun;Lee, Man-Gi;Kim, Da-Young
Journal of the Korea Society of Computer and Information
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v.27
no.7
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pp.75-82
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2022
There are various exhibition halls, shopping malls, theme parks around us and analysis of interest in exhibits or contents is mainly done through questionnaires. These questionnaires are mainly depend on the subjective memory of the person being investigated, resulting in incorrect statistical results. Therefore, it is possible to identify an exhibition space with low interest by tracking the movement and counting the number of visitors. Based on this, it can be used as quantitative data for exhibits that need replacement. In this paper, we use deep learning-based artificial intelligence algorithms to recognize visitors, assign IDs to the recognized visitors, and continuously track them to identify the movement path. When visitors pass the counting line, the system is designed to count the number and transmit data to the server for integrated management.
Currently, as we enter the 21st century, the level and interest of society, culture, economy, and science are rapidly developing, but science education is still struggling. In order to increase the efficiency of science education, it is most important to focus on elementary education based on basic science. Therefore, this study aims to analyze the main causes of Korea's science museum's regression as a museum focusing on experience, interest, and fun such as simple science experience centers and science theme parks. To this end, the influencing factors were identified by applying the algorithm of the actor-based model based on the data on the exhibition space and the exhibition movement of the science museum completed and operated in Korea over the past 5 years, and the problem of the visitor movement in the exhibition space was analyzed through the space system. In this study, it was confirmed that the exhibition environment was the best when the linear plot movement system and the picalesque plot were applied simultaneously in the museum's exhibition narrative theory, and the arrangement of major exhibition spaces, width of exhibition spaces, and separation of spaces for exhibition purposes were derived.
For the spatial experience of spectators visiting a museum, the route search of trying to follow the spatial structure or production of exhibition and the information search of trying to see are accomplished at the same time. In such process, the spectator's reaction of visual perception produces the result of emotional reaction and action exchanged between human and space by going through the recognition and perception on the target of environment factor. For the spatial experience of a spectator, the reaction of visual perception which interacts according to the exhibit and exhibition environment within space according to viewing purpose, interest and concern of spectator comes out as visual activity which is an activity to understand the spatial information shown as various activities according to spatial structure and unfolding characteristics of the display. The purpose of this study is to identify The Correlation of Spectator Movement Created According to Structural Form of Exhibition Area Based on Interaction between Exhibition Area Structure and Spectator to utilize as basic material while designing museum exhibition using isovist field which is a quantitative analysis tool of spectator's visual behavior and spatial structure at each exhibition area.
Journal of the Korean Institute of Landscape Architecture
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v.39
no.4
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pp.60-73
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2011
Since Jeju Ollegil opened in September 2007 and attracted the sensation of popularity throughout the country, the interest in 'Walking Trails' has increased, and the central ministries and the local governments composite and assign various 'Walking Trails'. Walking trails are not tours on which people go to see one spot and move to another spot by vehicle, but a long linear journey that leads people to see, to feel and to experience a region's landscape and culture while walking on the trail. 'Walking Trails' are efficient routes to discover and to use a former way and to link the various ecological regions' histories and cultural resources, so it is most important to select a route. Although the routes were selected by considering the various planning factors and giving each route a specified theme, some problems like the inconvenience of visitors caused by lack of facilities have occurred. After designation and construction of the trails, they were not properly evaluated by visitors. Therefore, it is the purpose of this study to suggest a better way to construct the trails by surveying visitor satisfaction and by analyzing the impact of planning a route on visitor satisfaction at Bukhansan Dulegil which was completed. For this study, with a questionnaire based on the literature review to identify the important planning factors for selecting a route, a survey was conducted on visitor satisfaction for each section and their intention to revisit and to recommend that trail. Based on the characteristics of each section that was identified in the field research, the trails were classified into five types and satisfaction of each type and each type was analyzed. In addition, analyzing the impact of planning factors on satisfaction, the impact of satisfaction on revisiting and recommending and visitors' perception of the theme, further improvement for better construction of the trail was presented. Satisfaction of sectors with strong natural elements was higher; 'walking comfort' was the highest planning factor affecting satisfaction. In addition, satisfaction was surveyed to have high influence on revisiting and recommending.
This study aimed to summarize the characteristics of visitor experience for different market segments based on insect experience orientation in order to develop Ptecticus tenebrifer (Diptera: Stratiomyidae [Walker]) experience programs using local resources in the insect industrial market. A total of 325 effective samples were collected, and the attributes of insect experience orientation were connected to education, emotion, society, and ego. The survey respondents were students and parents of school-age children. Cluster analysis showed that the respondents were classified into two or three groups that were all found to be high in the prediction validity and discriminant analysis. Based on this result, the respondents were properly subdivided into three clusters for final analysis. Those three groups were: the passive group, the moderate group, and the active-orientation group. As a group aiming for various insect experiences, the active-orientation group consisted of parents whose children range in age from either 5 to 9 or from 10 to 14. This group was willing to spend 7 ~ 8,000 won on each experience program, and they preferred emotional experience programs. The passive and moderate orientation groups were most interested in having an educational experience. In order to increase people's interest in experience programs, education-oriented programs should be developed and promotional marketing should be reinforced. The results and implications of this study may be useful for the development of insect experience programs that can meet various visitor experience orientations as basic data that can contribute to the vitalization of the 6th industrialization plan for the insect industry.
Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
Journal of Intelligence and Information Systems
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v.20
no.1
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pp.1-14
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2014
Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.
The purpose of this study was to classify types of family visitors' behaviors more concretely, which could be useful in planning of exhibition spaces in a science museum, with given priority to their behaviors according to interaction between them, and to understand characteristics of the behaviors. With this view, the scope of this study was restricted to subjects, who were family visitors of Gwacheon National Science Museum, consisting of parents and their one elementary school child per family unit. For understanding their behaviors, itinerary tracking and observation method of behavior were conducted. Moreover, for understanding substantial types and characteristics of family visitors' behaviors, multivariate analysis was applied. Accordingly, the results of the study are as follows. First, as a result of factor analysis, two main factors were derived. In other words, they were 'Durability of viewing' as the first and 'Interactivity between family members' as the second, which were shown valid in classification of the types of their behaviors. Second, according to the factors derived, the types of their behaviors were classified into in-depth cooperative viewing, selective independent viewing, interest concentration child-led viewing and consideration parent-led viewing. They were shown valid in topological localization and classification, as a result of analysis of the main factors. Third, in view of common characteristics of the types, it is judged that active orientation prior to regular viewing could encourage visitors coming to the museum for the first time to feel more friendly to unfamiliar exhibition environments, during the initial seek time, and to reduce visual supersaturation. Fourth, it is judged that distributed arrangement of exhibits, which result in continuous standby, could avoid confused visitor circulation by the estimated time required for viewing.
Kim, Jin-Seon;Kim, Eui-Gyeong;Kim, Dong-Hyun;Shin, Hye-Jin
Journal of Korean Society of Forest Science
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v.103
no.3
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pp.453-461
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2014
As interest in 'Forest therapy' continues to increase, local governments as well as Korea Forest Service (KFS) are actively promoting a project to create 'healing forests' nationwide. In this situation, it is necessary to examine whether such a policy is suitable. Therefore, the main purpose of this study is to estimate the use value of Jangseong healing forest which is the most-visited place among the national healing forests. To achieve this aim, a survey of randomly selected 400 visitors was conducted in Jangseong healing forest. 391 surveys were used for analysis, excluding 9 untruthful answers. And 1.5 bounded dichotomous choice contingent valuation method (CVM) was used to estimate the economic value of Jangseong healing forest. As a result, the average willingness to pay ($wTP_{mean}$) for the use fee of Jangseong healing forest was 35,010 won per visitor per day. And the annual use value of Jangseong healing forest was estimated to be worth almost 7.5 billion won.
Journal of the Korean Institute of Landscape Architecture
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v.33
no.6
s.113
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pp.109-126
/
2006
As the national interest in sports has been increased over time, sports facilities and sports complex are considered more than just physical environments for training athletes or watching games. Sports facilities now become symbolic spatial devices to represent the national and cultural pride of any countries. The existing national training camp located in Taenung, Seoul is gotting outdated and degraded. The polluted air in the city risks athletes' health condition. The government planned to construct the second training camp at Jincheon, Chungbuk at the area of $2,171,910m^2$. The Korea Sports Council called for proposals to envision the future training camp, and they held a design competition from August to November, 2005. The first phase was to present the masterplan for the entire site including training buildings, outdoor training facilities, dormitories, a visitor center, a research center, education and administration buildings. Considering the size of the site, the planning process required a strong relationship between landscape and architecture. This study tries to provide general explanations on the winning proposal focused on the landscape-related issues. It also attempts to have reference points for contemporary planning and design issues to situate the project in the stream of continuing design effort to avoid the dichotomy between nature and culture. The landscape proposal for the new national taming camp suggests four main strategies; 1) The camp has two intersecting and interweaving parks which represent the natural and urban order. 2) The entire site is organized and networked by the flow of landscape called landscape ribbon in terms of topography, vegetation, and water flow. 3) The landscape is choreographed through the time and process. 4) The ecological process and the digital contents are juxtaposed in the landscape. This winning proposal is the first step to portray the national vision for the sustainable environment coexisting with sports industry. Landscape in this proposal is an active agent to network various parts of the site which enables landscape to be infrastructure. Landscape design in this proposal should be considered open-ended strategies rather than determined concrete forms and its engaging further development will be tested in following Design-Build phase.
To investigate the perception and preference of foreign visitors to Korean traditional foods, 206 visitors(male 142, female 61) were surveyed with questionnaires translating in English, Chinese and Japanese. Subjects had various nationality such as China(77.4%), America(20.9%), Japan(16.0%), Canada(6.5%), Southeast Asia(2.5%) and Europe(2.5%). The 70.2% of the respondents had been tried Korean dishes before visiting Korea on the recommendation of friends or acquaintances(59.9%) or by the advertisement, articles, and travel agency. Bulgogi and Kimchi were the most popular menu that they had been tried in their country and Bibimbop, Kalbi, Korean dumpling, Samgaetang and Chapchae were following. 29.8% of the respondents had never tried Korean dishes because of they didn't have a chance to try(43.1%) or there were no Korean restaurant near their place(25.5%) or they had no interest in Korean dishes(23.5%). As expected, Kimchi and Bulgogi were well known food, showing rank of highest recognition. Chun and Dduck were the dishes that they had heard or saw but not eaten and Goojeolpan and Shinsunro were the dishes that they had not heard or saw. Preference to Korean dishes shows the same tendency as perception, Bulgogi, Bibimbop, Kalbi and Kimchi were the highly preferred group and Samgaetang, Bindaedduck, Chapchae, Dumpling and Raengmyon were mildly preferred one and Cucumber Kimchi, Kalbitang, Chun, Namul, Dduck were lower group of preference and Shinsunro and Goojeolpan were rarely preferred. These result shows that it is needed to advertise Korean dishes and to make events for globalization of Korean food.
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