• Title/Summary/Keyword: exhibitions

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Post-evaluation of the Seoul Garden Show through a Survey (설문조사를 통한 서울정원박람회의 사후평가)

  • LEE, Hyukjae;Hong, Seunghun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.741-747
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    • 2022
  • The purpose of this study is to analyze the success and failure factors of the Seoul Garden show to redefine the purpose and goal of the Seoul Garden show in the future, and to create a foundation for the Seoul Metropolitan Government to contribute to the popularization and spread of garden culture and improvement of emotional life. In order to achieve the above purpose, a survey was conducted on two groups of the general public and exhibition participants. The contents of the survey include identifying satisfaction factors and problems with the Seoul Garden show, and establishing the direction of the Seoul Garden show. As for the factors of success, the number of writers was the highest, and the improvements were overall for each element of the Seoul Garden show, but mainly for industrial exhibitions, rest areas, and publicity. In addition, the Seoul Garden show should be held in the old park with the aim of spreading, popularizing, and living the garden culture, and many gardens should be created around the artist's garden. The Seoul Garden show is contributing to society in many ways, and there are some improvements, but considering the high willingness to revisit the Seoul Garden show, it can be said that the Seoul Garden show so far is valuable enough.

A Study on the Adaptation to Korean College life of Uzbekistan Students' (재한 우즈베키스탄 유학생들의 한국 대학생활 적응에 관한 연구)

  • Firuza, Azizova
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.517-531
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    • 2018
  • This study was carried out for the purpose of investigating Uzbekistan students's adaptation to Korea college life. Qualitative interviews were conducted in regards to the motivation for college entrance and stresses incurred during college life for 10 Uzbekistan students who were studying at I college located in Incheon. Data from the interviews were analyzed using theme analysis method. Most of the participants in this study got information about Korean colleges through their overseas study exhibitions in their own countries and became Korea college. The results showed that the reasons for college enrollment were (1)preparation for future goals (2)the influence of family. In Uzbekistan, parents play a big role in determining their children's education. Therefore, their decision to study abroad and the role of their parents were significant. The stress they experienced in college life fell into five categories, namely, (1)financial stress (2)stress about studies (3) stress in regards to human relationships (4)stress in regards to their futures and getting a job. In addition, this study discussed how to solve such as problems experienced by Uzbekistan students. And also the role of college and the necessity of providing appropriate support programs were discussed. Finally, the implications of these findings were presented.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

Study of Recognition and Spatial Attributes of Gwanghwamun Square - With a Focus on Text Mining and Social Network Analysis - (광화문광장의 인식 분석 연구 - 텍스트마이닝과 소셜네트워크 분석을 중심으로 -)

  • Kyung-Sook Woo;Byoungwook Min;Jin-Pyo Kim
    • Journal of Environmental Impact Assessment
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    • v.32 no.3
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    • pp.187-194
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    • 2023
  • This study identified how users of Gwanghwamun Square perceive the space and derived the spatial attributes of Gwanghwamun Square. There are four spatial attributes of Gwanghwamun Square: preservation of the historical environment, beauty of the surrounding landscape, suitability as a resting place, and activation of recreation. The first attribute, preservation of the historical environment, refers to the spaces that reflect the unique characteristics of Gwanghwamun Square and resonate with culture, including the Blue House, Bukaksan Mountain, Gyeongbok Palace, Yukjo Street, King Sejong, and Yi Sun-sin. The second attribute, beauty of the surrounding landscape, is related to the provision of abundant greenery and natural environment without disturbing the surrounding landscape, and includes landscape, sky, and greenery. The third attribute, suitability as a resting place, refers to various landscape facilities and services to enhance visitor comfort, including tables, chairs, shade, planters, rest areas, and fountains. Finally, recreational activation. This is the provision of various experiences, including exhibitions, performances, experiences, and sightseeing. Utilizing the attributes of Gwanghwamun Plaza derived from this study, it will provide important implications for the reconstruction of Gwanghwamun Plaza if future studies on valuation and estimation of Gwanghwamun Plaza are conducted to verify the differences in preferences by type.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

A Study on the Social Effects of Local Living Culture Activities in Daejeon (지역 생활문화활동의 사회적 효과에 관한 연구 : 대전광역시를 중심으로)

  • Lim, Jaehyun;Han, Sangheon
    • 지역과문화
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    • v.6 no.3
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    • pp.55-77
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    • 2019
  • This study analyzed social effects of participating in living culture activities for Daejeon citizens. The social effects were set to creativity and self-esteem at the individual factor and community involvement and exchange at the social factor, this effects were tested by the method of participation in living culture activities. We used SPSS 22 to analyze this effects, factor analysis, analysis of variance, and logistic regression analysis were used. The results showed that participation in lecture programs increased the effects of community involvement and exchange at the social factor. Participation in the club activities showed a decrease in creativity, and further analysis of the club activities was necessary. Participation in cultural art events increases self-esteem. Participation in performances and exhibitions of cultural art events increased creativity. Through these analysis results, first, development of living cultural programs to improve the characteristics of local residents and community of village culture. Second, revitalization through support of various community club activity programs. Third, support for the formation of village cultural community through exchange and cooperation between local Culture and Art Activists and local residents. Fourth, development and expansion of living-oriented and generation-integrated living cultural programs for young and old generations.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Conservation Treatment of Jangbogwan from the Joseon Dynasty (조선시대 장보관(章甫冠)의 보존처리)

  • Lee Hyelin;Park Seungwon
    • Conservation Science in Museum
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    • v.30
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    • pp.1-22
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    • 2023
  • This study aims to document the conservation treatment of the fine-hemp official headgear housed by the National Museum of Korea, and to reconsider its existing name following the restoration of the original form of the damaged cultural heritage asset. The headgear consists of a single inner frame with a vertical line at the front, a single outer frame surrounding the inner frame, and a double-layered headband that spans the circumference of the wearer's head and joins the inner and the outer frames. This study applied a conservation treatment to the men's undyed hemp headgear of the Joseon Dynasty in order to remove contaminants and foreign substances on the surface and repair the partially deteriorated and damaged fabric, thereby restoring and stabilizing the original shape and preparing it for exhibitions. The hemp headgear was sewed both by hand and with a sewing machine. Although its overall composition and style are similar to the same type of official headgear from the Joseon Dynasty, the use of a sewing machine supports the assumption that it was produced in the early 1900s. This study identified similarities between the overall composition and shape of the fully-preserved hemp official headgear and those of the jangbogwan, a type of men's official headgear worn by Confucian scholars as part of their everyday attire, and compared it with the shape of jangbogwan seen in documentary records, illustrations, prior research, and portraits from the Joseon Dynasty, as well as with the characteristics of extant jangbowan artifacts, eventually concluding that it is appropriate to classify and name the headgear as a jangbogwan.

A Study of the Characteristics of Contemporary Ceramic Art Exhibition Space design: Taking the Jingdezhen Ceramic University Art Museum as an Example (현대 도예 예술 전시 공간 디자인의 특성 연구: 경덕진 도자기 대학교 미술관을 중심으로)

  • Dong Cheng;Geon-Seok Yang
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.41-54
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    • 2024
  • Contemporary ceramic art as a new art form, how to convey the visual information of contemporary ceramic art works to the audience through the design and display of exhibition space is the primary problem of exhibition space design. Based on the current lack of research on contemporary ceramic art exhibition space design, this study focuses on the characteristics of contemporary ceramic art exhibition space design, in order to achieve the best exhibitions effect of contemporary ceramic art. Firstly, summarize the previous research and examine the "Spirit of Porcelain" -2021 Jingdezhen International Ceramic Art Biennial Exhibition held by the Art Museum of Jingdezhen Ceramic University. From the perspective of human factors engineering, combined with comparative analysis of the overall spatial layout and display space form, the scientific unity of the overall layout of the display space and the flexibility and sustainability of the exhibition space form design are obtained. The theoretical knowledge obtained in this study provides theoretical guidance and important practical significance for the design of contemporary ceramic art exhibition spaces; Simultaneously contributing to the development of contemporary ceramic art exhibition space design in China and even globally.