• Title/Summary/Keyword: exhibitions

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Big Data based Tourist Attractions Recommendation - Focus on Korean Tourism Organization Linked Open Data - (빅데이터 기반 관광지 추천 시스템 구현 - 한국관광공사 LOD를 중심으로 -)

  • Ahn, Jinhyun;Kim, Eung-Hee;Kim, Hong-Gee
    • Management & Information Systems Review
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    • v.36 no.4
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    • pp.129-148
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    • 2017
  • Conventional exhibition management information systems recommend tourist attractions that are close to the place in which an exhibition is held. Some recommended attractions by the location-based recommendation could be meaningless when nothing is related to the exhibition's topic. Our goal is to recommend attractions that are related to the content presented in the exhibition, which can be coined as content-based recommendation. Even though human exhibition curators can do this, the quality is limited to their manual task and knowledge. We propose an automatic way of discovering attractions relevant to an exhibition of interests. Language resources are incorporated to discover attractions that are more meaningful. Because a typical single machine is unable to deal with such large-scale language resources efficiently, we implemented the algorithm on top of Apache Spark, which is a well-known distributed computing framework. As a user interface prototype, a web-based system is implemented that provides users with a list of relevant attractions when users are browsing exhibition information, available at http://bike.snu.ac.kr/WARP. We carried out a case study based on Korean Tourism Organization Linked Open Data with Korean Wikipedia as a language resource. Experimental results are demonstrated to show the efficiency and effectiveness of the proposed system. The effectiveness was evaluated against well-known exhibitions. It is expected that the proposed approach will contribute to the development of both exhibition and tourist industries by motivating exhibition visitors to become active tourists.

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Public Perception and Usage Pattern of Science Museum by Social Media Big Data Analysis (소셜 빅데이터 분석을 통해 알아본 대중의 과학관에 대한 인식 및 사용 행태)

  • Yun, Eunjeong;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1005-1014
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    • 2017
  • Focusing on the role of the science museum as an institution to improve the scientific literacy of the public, this study investigated public perception and behavior about science museum to know how much science museums affect the public by using social media big data analysis. For this purpose, we extracted texts containing 'science museum' in Naver blogs and Twitter, analyzed them by using network, frequency, co-ocurrence, and semantics analysis and compared them with the results in English speaking countries. As a result, blogs were mainly concerned with science museum among parents who have young children, while in Twitter posts from many students who visited as a group appeared. Therefore, the Korean public used science museum mainly as a space for children's experience, and in this case, programs and exhibitions of science museums are perceived positively. On the other hand, students who visited as a group showed some negative emotions. The result of comparison with the cases of foreign countries in terms of the function of the third generation science museum such as communications with the science museum and the public and the participation of the public in science, the Korean public hardly mentioned the scientific contents, words related to communications such as 'argue', and curators or staff after visiting the science museum. In contrast to many verbs related to meaningful activities such as 'learn', 'participate', 'listen', 'read', 'ask', 'think' appeared in English, only a small number of verbs include 'ask' and 'thin' appeared in Korean. Therefore, science museum need to improve impression, communicating with public, and involving activity with impact and variety after visit.

An Analysis of Operating Characteristics and Management Satisfaction of Forest Museums in Korea (우리나라 산림박물관의 운영특성 및 관리 만족도 분석)

  • Ha, Sung-Gyone;Shin, Hyun-Tak;Jung, Tae-Yeol;An, Jong-Bin
    • Journal of Korean Society of Forest Science
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    • v.102 no.3
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    • pp.382-389
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    • 2013
  • The present study grasped the operation characteristics and operation management of forest museums in Korea and analyzed satisfaction with the foregoing. In the results of a survey of forest museums' operation characteristics, with regard to groups to which exhibits were helpful, over half of respondents answered that the exhibits were helpful to students and many respondents had an opinion that all age groups should be equally considered as targets of exhibition. Among matters that were considered with regards to forest museums, accessibility showed the highest rate of answers followed by museum programs. The curator was needed for the majority of respondents were exhibits prior to the survey had the highest expectations for the medium. With regard to the operation management of forest museums, the expected value of periodic and extraordinary exhibitions was shown to be high and high and satisfaction was shown by the professionalism of staff. As for matters of forest museums that must be improved, attention should be paid to the development of programs in which users can participate, diverse exhibition media should be developed, and exhibition should be planned to fit the composition of exhibits. As for operation management, since exhibits were repeated every year, environments should be changed by exhibiting new exhibits or otherwise and active methods of improvement should be devised such as the utilization of broadcasting media for public relations.

A Study of the status of Dental technicians' leisure activities (치과기공사의 여가활동 실태에 관한 연구)

  • Kwon, Soon-Suk;Kim, Yoon-Shin
    • Journal of Technologic Dentistry
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    • v.30 no.1
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    • pp.83-96
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    • 2008
  • This study aims to analyze the major factors in their working conditions affecting the enlargement of leisure activities of dental technicians. We also present a need for dental technicians to assign more time many different kinds of leisure activities for their quality life. To this end, we examined the status and the characteristics of dental technicians' leisure activities among the randomly selected subjects who are working in the area of Seoul, Gyonggido, and Gangwon-do through the analysis of the 311 sheets of self-administered questionnaires. The conclusions from this analysis are as follows; 1. On weekdays, non participants in leisure activities were found to be 64.0%, and in the case of weekends, the participants were reached to 70.7%. Those who enjoy any leisure activities in either of weekdays and weekends were 34.1%, 27.3% of the dental technicians did not have any leisure activities. Therefore, statistical significance was shown in the participations of leisure activities between weekdays and weekends. 2. Of the types of leisure activities in both weekdays and weekends, sports activities were ranked at the top 33.4%, 29.6% respectively, which is followed by going to the cinema/theatre/exhibitions, etc 21.9%, 26.0%, games/entertainment 14.5%, 14.8%, hobbies/cultural activities 14.1%, 12.5%, sightseeing/picnic 6.4%, 7.4%. 3. Of the differences in the characteristics of leisure activities, the types of leisure activities between weekdays and weekends showed difference in gender, company and information regarding leisure activities in age, company and the place of leisure activities, and leisure information in the marital status, career and monthly income in company, company and leisure information in the job position, which is statistically significant (p<.001). However, no statistical significance was found among the other general items of the characteristics of leisure activities. Considering only works on weekdays policy is currently permeating into almost every business sector, dental business owners or managers are advised to consider more effective time management or human resources management, such as keeping reasonable manufacturing time through cooperations with the dentists, regularity of working hours, incentive system, introduction of credible over time payment. Which will provide their staff with more times and opportunities to enjoy their leisure activities. Additionally, the concrete and feasible ways of motivating and activating the leisure activities of dental technicians are in need of further researches and studies.

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

고대(古代) Egypt 복식(服飾)에 나타난 상징성(象徵性) - Tutankhamen 왕조(王朝)를 중심으로 -

  • Jeong, Heung-Suk
    • Journal of the Korean Society of Costume
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    • v.6
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    • pp.121-143
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    • 1982
  • Many studies have done on Egyptian Clothing because its unique characteristic culture. However, I was facinated by the exhibitions of Tutankhamen burial treasures which were shown in San Francisco and New York in 1978 and 1979. I found out myself that there are several interesting aspects of clothing to compare 18th dynasty king, Tutankhamun and other dynasties in Egyptian culture. Therefore, I tryed to analized the Egyptian clothing including accessaries with theigr symbols durin 18th dynasty King, Tutankhamun. The most of people were shocked and amazed when they toured the exhibition of Tutankhamun articles which were the most incredible burial treasures in existence today. The body of the King has been embalmed, bandaged and fitted in eight layers of coffins with pure gold mask to represent the god Osiris. Among eight layers of coffins, one is pure solid gold in mummiform, two of mummiforms are made of compact wood covered with sheets of gold and inlaid with multi-colored glass-paste and semi-precious stones. The Egyptian belived that the soul continued to exist throughout eternity if it had passed on examination of its deeds on earth at a "Last Judgement" presided over by Osiris. They also believed that the mummified body could exist in the tomb as a habitation that the soul could revisited. Thus a proper burial was vital for a full existence in the hereafter. They buried dead person in the sealed vault of the tomb with some of the possessions he had used during his life time, such as his furniture, clothing and jewels. In this studies, I've tried to research to various clothings, and accessories with their symbols used during 18th dynasty king, Tutankhamun. The studies are shown as: I) Clothings of Tutankhamun dynasity of Kalasiris, Sheath skirt. Gala skirt, Loin skirt, Hike and Dalmatic. The Dalmatic was first seen in this dynasty. Probably the Roman Christian borrowed the Dalmatica from Egyptian Dalmatic. No where has the same design at the period. II) Egyptian of 18th dynasty Tutankhamun wore big headdress, broad collar necklace passium, pendants, armlets, rings and earrings with very beautiful, exquisite handcraft. They seem the first people who wore earrings in Egyptian history. III) The symbols of decorated items vulture, lotus...Upper Egypt Uraeus, papyrus...Lower Egypt scaravaeus, Nile Riber...rebirth man(Ankh), +...eternal life solar disc, gold...sun ostrich-feather...nobleness God, Horus' eye...protection against enemy IV) Also Egyptian prefered the straight line and a right angle which were the basic principles of architectural arrangement.

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Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

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
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    • v.16 no.1
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    • pp.329-341
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    • 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.

From Hiroshima to Fukushima: Nuclear and Artist Response in Japan (히로시마에서 후쿠시마까지, 핵과 미술가의 대응)

  • Choi, Tae Man
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.35-71
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    • 2012
  • The purpose of this essay is to examine the responses of artists on nuclear experiences through an analysis of the nuclear images represented in contemporary Japanese art. Japan has previously as twice experienced nuclear disaster in 20th century. The first atomic bombs were dropped in 1945 as well as the 5th Fukuryumaru, Japanese pelagic fishing boat, exposed by hydrogen bomb test operated by the US in 1954 nearby Bikini atoll. Due to Tsunami taken place by the great earthquake that caused the meltdown of Fukushima Nuclear Power Plant in March 2010, Japan is being experienced a nuclear disaster again. Despite practical experiences, comtemporary Japanese art has avoided the subject of nuclear disasters since the end of the Asia-Pacific War for a variety of reasons. Firstly, GHQ prohibited to record or depict the terrible effect of atomic bomb until 1946. Secondly, Japanese government has tried to sweep the affair under the carpet quite a while a fact of nuclear damage to their people. Because Japan has produced numerous war record paintings during the Second World War, in the aftermath of the defeated war, most of Japanese artists thought that dealing with politics, economics, and social subject was irrelevant to art as well as style of amateur in order to erase their melancholic memory on it. In addition, silence that was intended to inhibit victims of nuclear disasters from being provoked psychologically has continued the oblivion on nuclear disasters. For these reasons, to speak on nuclear bombs has been a kind of taboo in Japan. However, shortly after the atomic bomb dropped on Hiroshima, the artist couple Iri and Toshi Maruki visited to ruin site as a volunteer for Victim Relief. They portrayed the horrible scenes of the legacy of nuclear bomb since 1950 based on their observation. Under the condition of rapid economical growth in 1960s and 1970s, Japanese subculture such as comics, TV animations, plastic model, and games produced a variety of post apocalyptic images recalling the war between the USA and Japanese militarism, and battle simulation based on nuclear energy. While having grown up watching subculture emerged as Japan Neo-Pop in 1990s, New generation appreciate atomic images such as mushroom cloud which symbolizes atomic bomb of Hiroshima. Takashi Murakami and other Neo-Pop artists appropriate mushroom cloud image in their work. Murakami curated three exhibitions including and persists in superflat and infantilism as an evidence in order to analyze contemporary Japanese society. However, his concept, which is based on atomic bomb radiation exposure experience only claimed on damage and sacrifice, does not reflect Japan as the harmer. Japan has been constructing nuclear power plants since 1954 in the same year when the 5th Fukuryumaru has exposed until the meltdown of Fukushima Nuclear Plant although took place of nuclear radiation exposures of Three Mile and Chernobyl. Due to the exploding of Fukushima Nuclear Power Plant, Japan reconsiders the danger of nuclear disaster. In conclusion, the purpose of this paper may be found that the sense of victim which flowed in contemporary art is able to inquire into the response of artist on the subject of nuclear as well as the relationship between society, politics, culture, and modern history of Japan and international political situation.

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