• 제목/요약/키워드: exhibitions

검색결과 439건 처리시간 0.025초

박물관에서의 시지각 요소와 관람동선의 상관관계 연구 - 컴퓨터그래픽 응용을 중심으로 - (A Study on the Relationship between Visual Elements and Visitor's Movements in Museum - Focused on the Implementation with Computer Graphics -)

  • 김진규;최윤경
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.144-150
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    • 2003
  • Human being is experiencing the spaces with constant moves. The process of delivering information is worked by vision and perception communications. The aim of this specialized study is to analyze the processes of constructed experiences which visitors may choose the directions in the museum. Abstracting and investigating the recognizable and visual elements, we examine how those elements influence the audiences moving choices which reflect the propensity of people through mostly the experimental research. These cases would show the more effective results with proper harmony of different characters. To analyzing and adapt the recognizable and visual elements which effect the audiences moves from starting point, this research suggests the directions of plans in active spaces which would help the communication between the objects In the museums and people. This research is the basic study of maximizing the communication between audiences and exhibitions.

전시회 참여 고려요인이 전시회 평가에 미치는 영향에 관한 연구 (The Influence of the Pushing and Pulling Factor on Exhibition Quality Evaluation)

  • 박찬욱;이승훈;강인원
    • 지식경영연구
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    • 제11권4호
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    • pp.67-77
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    • 2010
  • MICE (Meetings, Incentive travels, Conventions, and Exhibitions) segment is one of the fastest growing segments of the tourism industry today. Especially, the government promotes the convention business as a strategic industry given its growing importance as a high value-added export. The push-pull factor conceptual frameworks were used to identify motives that lead firms to attend conventions. Furthermore, the authors assess firms' service quality, preference, reliability, and positional advantage of Korea Electronics Show(KES). Using data from a number of Korean trading firms, the authors find considerable results and conclude by discussing recommendation for the convention industry.

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뮤지엄에서의 크라우드 큐레이션 및 알고리즘 기반 전시 큐레이션 모델 (Crowd-Curation and Algorithmic Curation Models for Museum Exhibitions)

  • 이정선;여운승
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2019년도 춘계종합학술대회
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    • pp.25-26
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    • 2019
  • 소셜 미디어(social media)가 급속히 발달하고 대중화되면서, 뮤지엄(museum)의 관람객은 시 공간의 제약 없이 뮤지엄의 콘텐츠를 향유하는 동시에, 전통적인 관람객의 역할을 넘어 매개자(mediator), 프로슈머(prosumer), 그리고 크리에이터(creator)로 활동하고 있다. 또한, 뮤지엄도 고유의 업무 수행에 다수 관람객의 참여를 유도하며 관람객과 적극적으로 소통하고 있다. 이러한 흐름 속에, 이화여자대학교박물관에서는 소셜 미디어를 기반으로 사전 설문조사를 진행하여 작품에 대한 설문 참여자의 반응을 수집한 후 이를 바탕으로 큐레이션에 대중의 선호도를 반영하는 '관람객 참여전시'를 개최하였다. 더 나아가 알고리즘 기반 전시 큐레이션 모델도 개발하였는데, 이 모델은 앞의 관람객 참여전시에서 얻은 데이터를 활용하여 컴퓨터가 일반 관람객의 개인적 취향에 부합하는 작품을 자동으로 추천하고, 이를 바탕으로 개별 관람객에게 '개인적으로 최적화된' 전시를 구성할 수 있는 기반을 제공한다. 본 논문은 이러한 이화여자대학교박물관의 최신 전시활동을 소개하며, 초연결, 초지능화의 시대에 관람객들이 뮤지엄에 다양하게 참여하고 함께 소통할 수 있는 방법을 모색하고자 한다.

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전시 및 이벤트 경험 유형이 MICE 품질 그리고 MICE 품질이 충성도에 미치는 영향 (The Impact of Exhibition and Event Experience Type on MICE Quality and Loyalty)

  • 장성희;김상현
    • 지식경영연구
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    • 제20권2호
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    • pp.43-58
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    • 2019
  • The main purpose of this study is to empirically investigate determinants affecting MICE quality, which then affects to loyalty. In particular, this study focuses on variables in the exhibition and event experiences of the MICE participants. The proposed research includes four variables representing the exhibitions and event experiences (affective, intellectual, behavioral, relational experience), two MICE qualities (commitment, satisfaction), and MICE loyalty. The results of this study reveal that four proposed variables (affective, intellectual, behavioral and relational experience) have a positive impact on two MICE qualities (commitment and satisfaction). Furthermore, the study found that commitment and satisfaction positively influence MICE loyalty. The findings of the study would provide theoretical and practical implications of exhibition and event experiences, quality and loyalty of MICE.

생성적 적대 신경망 기반 3차원 포인트 클라우드 향상 기법 (3D Point Cloud Enhancement based on Generative Adversarial Network)

  • Moon, HyungDo;Kang, Hoonjong;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제25권10호
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    • pp.1452-1455
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    • 2021
  • Recently, point clouds are generated by capturing real space in 3D, and it is actively applied and serviced for performances, exhibitions, education, and training. These point cloud data require post-correction work to be used in virtual environments due to errors caused by the capture environment with sensors and cameras. In this paper, we propose an enhancement technique for 3D point cloud data by applying generative adversarial network(GAN). Thus, we performed an approach to regenerate point clouds as an input of GAN. Through our method presented in this paper, point clouds with a lot of noise is configured in the same shape as the real object and environment, enabling precise interaction with the reconstructed content.

렘 콜하스의 보존이론과 리모델링 설계전략 분석 (An Analysis of Rem Koolhaas' Preservation Theory and Remodeling Design Strategies)

  • 주하나;이동훈
    • 대한건축학회논문집:계획계
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    • 제34권7호
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    • pp.69-78
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    • 2018
  • The purpose of this article is: firstly, to survey architect Rem Koolhaas' preservation theory by reviewing his essays, books, exhibitions, and research projects focusing on preservation-related issues; and secondly, to formally analyse OMA's remodeling projects from 1970's to the present. From this analysis, this article tries to classify OMA's remodeling projects into four distinct categories and to establish, respectively, four generally-applicable remodeling strategies: 1)'Interior-oriented', 2)'Juxtaposition', 3)'Infill' and 4)'Cohesion.' Finally, this article argues that these remodeling strategies can be interpreted as a consistent pursuit of integration of various programmatic elements.

데이터마이닝을 이용한 공연·전시 추천 시스템 (Performances and exhibitions recommendation system using data mining)

  • 허윤희;김세준;박두순
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2013년도 춘계학술발표대회
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    • pp.1064-1066
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    • 2013
  • 공연과 전시 정보의 공연 횟수가 10년 사이에 30% 이상이 증가함에 따라서 다양한 공연 전시 정보 속에서 어떤 작품을 선택해야 할지 난해하다. 현재 스마트폰이 많이 보급되었고 IOS에 비해 적은 어플리케이션 숫자로 사용자에게 맞는 공연 전시 추천 시스템이 마땅하지 않다. 본 논문에서는 정보와 이해가 부족한 사용자에게 비슷한 성향을 가진 다른 사용자의 정보를 교차 추천함으로써 사용자의 성향에 맞춘 공연 전시 정보를 추천하는 시스템을 제안하였다. Open API 정보를 이용하여 다양한 공연 전시 데이터를 바탕으로 간단한 회원 가입 후 예약을 하고 사용자의 성향에 맞춘 공연 전시 프로그램을 추천한다.

공자학원의 중국 서예 세계화 전략에 관한 소고

  • 문혜정
    • 중국학논총
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    • 제65호
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    • pp.147-165
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    • 2020
  • With a cultural powerhouse in mind, China is trying to spread Chinese culture around the world by promoting Confucius Institutes. Calligraphy is the core of Chinese culture and is the most efficient field of spreading Chinese culture. The forms of calligraphy dissemination at Confucius Institutes were mainly the opening of calligraphy curriculum, calligraphy experience events, and holding calligraphy contests and exhibitions. But these activities are not very professional or organized. Therefore, Confucius Institutes need to come up with more active and aggressive measures. It will have to train professional calligraphy teachers to be sent abroad and build a deeper educational infrastructure by developing calligraphy teaching materials exclusively for use in the country. They should also explore ways to develop calligraphy into a cultural industry brand in many ways. If the Confucius Institutes actively exchanged and promoted themselves with many countries by calligraphy, Chinese calligraphy could be reborn as an art in the world.

An Exploratory Study of the Experience and Practice of Participating in Paper Circuit Computing Learning: Based on Community of Practice Theory

  • JANG, JeeEun;KANG, Myunghee;YOON, Seonghye;KANG, Minjeng;CHUNG, Warren
    • Educational Technology International
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    • 제18권2호
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    • pp.131-157
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    • 2017
  • The purposes of the study were to investigate the participation of artists in paper circuit computing learning and to conduct an in-depth study on the formation and development of practical knowledge. To do this, we selected as research participants six artists who participated in the learning program of an art museum, and used various methods such as pre-open questionnaires, participation observation, and individual interviews to collect data. The collected data were analyzed based on community of practice theory. Results showed that the artists participated in the learning based on a desire to use new technology or find a new work production method for interacting with their audiences. In addition, the artists actively formed practical knowledge in the curriculum and tried to apply paper circuit computing to their works. To continuously develop the research, participants formed a study group or set up a practical goal through planned exhibitions. The results of this study can provide implications for practical approaches to, and utilization of, paper circuit computing.

A Study on Current Status of National Science Museums' Online Service

  • SeongEun KIM;Yong KIM
    • 4차산업연구
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    • 제4권1호
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    • pp.29-36
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    • 2024
  • Purpose: This study is a prior study for expanding the science museum's online services. Based on case studies, we propose an online service for science museums in the future. Research design, data, and methodology: This study analyzed online-based science museums services trends. The data was collected based on the cases of five national science museums. To understand the characteristics of science museum's online services, we analyzed the status of digital content provided by each science museum and the operation method of online special exhibitions. Result: The national science museums provided online services through virtual science museums, SNS, and YouTube. However, the services still imposed limitation on facilitating active learning for visitors. In the case of SNS and YouTube, it is only a one-time promotional tool. Conclusion: This study suggests the need for concrete measures to utilize the abundant content accumulated so far in actual education. Additionally, it emphasizes the importance of content development incorporating new platforms.