• 제목/요약/키워드: visitor research

검색결과 274건 처리시간 0.027초

미술관 단위전시실의 경로선택 유형과 관람행동 특성에 관한 고찰 (A Study on Characteristic of Visitor's Behavior and Circulation Path Type in Art Museum Exhibition Space)

  • 최준혁
    • 한국실내디자인학회논문집
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    • 제17권2호
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    • pp.83-90
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    • 2008
  • This study attempts to understand the arrangement and spatial requisites of art pieces by materializing the visitors' path of movement in the exhibition space, as well as researching their behavior. The purpose of the research is to the guideline for planning the exhibition layout and visitors' circulation can be derived in order to correspond to the visitors' characteristic of movement and circulation-path choice. Although such guideline may have limited use, it is still significant enough to be studied. Taking three Korean art galleries as the subjects of research, this study observes the arrangement of art pieces, movement path of visitors, characteristics of the visitors' behavior and the duration time a visitor takes to view an art piece without moving around in order to understand the arrangement and spatial requisites of art pieces which correspond to the visitors' behavior. The following results have been drawn in this research and analysis; First, when there is an island type exhibition other than the ordinary on-the-wall display in the exhibition space, the visitors' choice of path changes. In short, an island type exhibition seems to be a factor that changes the visitors' path. Second, in the entrance of an exhibition space unit, most of the visitors seem to choose a path which moves counter-clockwise. Third, it is considered that well-known art pieces or art pieces with a big size shall not be displayed on the comer of the exhibition room.

A construction of the exhibition evaluation support system based on GUI by visitors behavior analysis

  • Kim, Dae-Woong;Lee, Joong-Youp;Kaneko, Kousuke
    • International Journal of Contents
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    • 제7권3호
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    • pp.48-59
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    • 2011
  • The present thesis is on a construction of the system which supports exhibition evaluation of curators, which automatically collects, keeps, and totalizes objective data on visitor behavior in museums, and which comprehensively displays the results by tables and graphs. The system is composed by access points and mobile exhibition exposition devices in the museum operating together. Obtainable visitor information include a user number, an average staying period, contents use hour, and exhibition viewing frequency. Prototype experiment at museums shows that the system is effective in efficient data collection and exhibition evaluation and is expected to become an information collecting tool for visitor research and an exhibition evaluation tool for exhibition improvement.

Understanding Visitor Learning in a Natural History Museum : A Case of Dyadic Discourses

  • Lee, Sun-Kyung;Kim, Chan-Jong
    • 한국과학교육학회지
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    • 제27권2호
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    • pp.134-143
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    • 2007
  • This study explores visitor learning in a natural history museum from the perspectives of situated learning. The purpose of this study is to understand how the visitors construct knowledge from museum experiences through dyadic discourses. The participants were two university students. They moved naturally through the exhibition with no predetermined path in a natural history museum in Korea. Data were collected in the form of audio-recorded dyadic discourses at and between exhibits and were transcribed. The transcription was coded using the conversation coding scheme, and categorized into specific learning types. The findings included (1) the characteristics of learning talks and (2) learning types created by dyadic discourses at and between exhibitions within learning contexts as museum learning experiences. Implications and future research related to visitor learning in informal learning settings were discussed based on the findings.

축제만족도가 재방문의사와 추천의사에 미치는 영향 (Influence of Festival Visitor's Satisfaction on Revisit and Word of Mouth Intention)

  • 민동규
    • 한국콘텐츠학회논문지
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    • 제8권11호
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    • pp.356-363
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    • 2008
  • 축제의 양적 팽창에도 불구하고 지역축제에 대한 만족도는 몇몇 축제를 제외하곤 그리 높은 편이 아니다. 이는 지역축제의 본질적 목적에 비해 경제성을 강조한 나머지 지역축제의 개최목적인 지역관광산업의 발전, 지역문화의 보전, 지역주민의 여가기회확대, 지역공동체 의식의 함양, 지역이미지 제고 등을 고려하지 못한 축제들이 우후죽순 생겨나고 지역주민과 관광객의 만족을 높일 수 있는 행사내용과 형식들이 차별화되어 있지 못한 것에 기인한다고 볼 수 있다. 본 연구에서는 이러한 점을 고려하여 문화체육관광부의 축제평가기준을 토대로 제24회 김포문화예술제에 참여한 관광객과 지역주민에 대한 설문조사를 실시하여 지역축제 만족도 결정요인을 규명하고 이를 통해 지역주민과 관광객간의 재방문의도와 추천의도에 미치는 영향을 분석하여 향후 김포문화예술제가 성공적인 지역축제가 될 수 있도록 축제마케팅 전략수립에 유용한 시사점을 제공한다.

지역축제의 기대성과, 체험 및 감정이 방문자 만족에 미치는 영향 (The Effects of Expectation-Performance, Experience and Feelings on the Festival Visitor's Satisfaction)

  • 정형식;최수아;김영심
    • CRM연구
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    • 제2권1호
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    • pp.33-52
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    • 2009
  • 본 연구는 지역축제에서 기대가 성과에 미치는 영향과 방문자 감정 및 만족을 이끌어내기 위한 체험의 조절적 역할을 살펴보았다. 조사는 실제축제에 방문한 방문자를 대상으로 지역축제가 활발하게 추진되고 있는 지역을 대상으로 체험을 직접적으로 경험했던 응답자를 대상으로 최종분석에 사용하였다. 연구결과, 축제에 대한 기대가 지각된 성과에 긍정적 영향을 미치는 것으로 나타났으며, 축제체험활동은 방문자의 감정 및 만족에 중요한 역할을 하는 것을 확인하였다. 따라서 축제참여자들의 성과를 높이기 위한 체험프로그램의 강화와 참여고객들의 세분화를 통한 다양한 감정형성 및 만족을 이끌어내기 위한 축제운영의 효율성을 높여야 할 것임을 시사하고 있다.

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Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • 인간식물환경학회지
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    • 제22권5호
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

관람행태 특성과 전시 레이아웃 분석에 의한 박물관 단위전시공간에서의 동선계획에 관한 연구 (A study on the planning of circulation path through analysis of visitor's behavior and exhibition layout in museum exhibition area)

  • 최준혁
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.233-241
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    • 2007
  • Circulation planning for exhibition space depends on visitors, exhibition documents and exhibition space. To make visitors feel sympathy for the exhibition and meet visitors' movement and its spatial factors in the exhibition, guidelines for the planning layout of exhibition and exhibition space are needed. This research was aimed at gathering guidelines about the circulation planning for exhibition space for visitors who can acquire exhibition information in a natural way and enjoy the whole aspect of exhibition or enjoy preferential exhibition by investigating and analyzing viewing types of visitors, layout of exhibition and space unit exhibition. The result of this research was summarized as the following. 1) It needs optional viewing space large enough to be seen clearly so that all exhibition space can be seen at a glance at the main entrance of exhibition. 2) Layout of exhibition is needed for island-exhibition position and optional space preparation, when visitors pass by an article on exhibition short-cut. 3) Layout of exhibition is needed for double sided exhibition.

전시회 광고의 정보 품질과 매체 신뢰도가 광고태도 및 전시회 참관의도에 미치는 영향에 대한 연구: 전시회 유형을 중심으로 (The Effects of Advertising Attitude and Visitor Intention of Exhibition: Focusing on Exhibition Types)

  • 김윤정;함주연;구철모
    • 지식경영연구
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    • 제19권3호
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    • pp.89-112
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    • 2018
  • Under exhibition circumstances, exhibition advertising by organizer is a mean to promote exhibition service to exhibitors and visitors while general advertising is to promote products and services to consumers. The objective of this research is to suggest advertising strategies by seeing differences in the impact of information quality and media credibility on visitor intention depending on the types of exhibition. This study adopted Elaboration Likelihood Model to measure the impact of central and peripheral cues on advertising attitude and its consequence on visitor intention. We further examined how these influence processes were moderated by exhibition types of B2B and B2C. We conducted survey from B2B and B2C exhibitions respectively, and analyzed structural equation model and moderator regression. We found that first, among factors of information quality as a central cue, argument strength has a positive impact on attitude towards advertising. Second, we also found among factors of media credibility as a peripheral cue, media trustworthiness has a positive impact on attitude towards advertising. Lastly, this study revealed that a type of exhibition moderates the central and peripheral routes towards advertising attitude, showing that B2C visitors are influenced by factors of information quality, and B2B visitors rather by media credibility. This study yields implications in that it gives marketers of organizer a background to set different marketing strategies depending on the types of exhibition.

Marketing for Real and Virtual Museums: A marketing Model to Explain Visitor Behavior in Real Museums and an Outlook on its Applicability to Virtual Museums

  • Terlutter, Ralf;Diehl, Sandra
    • 마케팅과학연구
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    • 제10권
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    • pp.45-70
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    • 2002
  • The purpose of this study is to obtain more insight into the explanation and prognosis of consumer behavior in real and virtual museums. The analysis focuses on the influence of the museum environment on the museum patrons (rather than on the influence of the art objects). On the basis of the emotional approach to environmental psychology by Mehrabian and Russell (1974), a behavior model has been developed for museums. The model, which is based on the emotional variables pleasure, arousal and dominance (PAD), is also enhanced by cognitive variabies (learning attractiveness, education standard and information demand). The enhancement of the classical model was necessary because cognitive variables play a major role in cultural institutions such as museums: One important objective of museums is the communication of cultural knowledge to visitors. The model is tested empirically using structural equation modeling. 301 visitors were interviewed individually. Two different museum environments were represented using visual stimuli. The theoretical model for museums can be proved empirically. The degree to which the model fits the empirical data was extensively tested. The model showed high compatibility with the data and could be accepted. The study proves that a model can be developed, which explains visitor behavior in museums. The model shows museum designers how museums should be designed to be both emotionally appealing and a learning environment. Based on empirical studies in virtual stores on the Internet, it is discussed whether the research findings in these environments may be applied to virtual museum environments. In order to create an emotionally appealing virtual museum, it is recommended that one uses a 3-dimensional representation to offer various possibilities for interaction and to create a multi-sensual environment that appears highly realistic.

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