DOI QR코드

DOI QR Code

문화콘텐츠 전시관 공간기획에 관한 연구

A Study on the Space Planning of Culture Contents Exhibition Hall (Based on case study)

  • Kim, Kyoung-Nam (Division of Liberal Arts and Teaching(Multimedia), Sungkyul University)
  • 투고 : 2014.03.07
  • 심사 : 2014.05.20
  • 발행 : 2014.05.28

초록

본 연구는 문화콘텐츠가 국가경제에서 매우 중요하게 여겨지는 현 시점에서, 문화콘텐츠전시관 공간기획에서 중요하게 고려되어야 할 요소들을 구축사례를 중심으로 연구하였다. 문화콘텐츠 전시공간의 효과적 기획을 위해서, 전시 공간, 전시물, 전시체험방식 등을 아우를 수 있는 전시공간 컨셉 설정이 우선 되어야 하며, 그를 근거해 관람객의 동선이 계획되어야 한다. 이때 사람들이 인체의 감각기관을 통해 환경에 대한 정보를 감지하고 환경을 지각하는 속성을 반영하여, 시간적 순서에 따라 느끼게 되는 관람객의 인식, 감성, 심리적인 요인 등을 고려하여 계획하여야 한다. 또한, 시각에 국한되기 쉬운 관람객 전시체험 방법을 적극 벗어나, 관람객의 오감과 복합적 경험을 통한 관람객 인식효과 증대를 유도하였다. 본 연구는 문화기반 산업이 중요하게 여겨지고, 날로 증가하는 문화산업기반 전문전시관들의 구축에 구체적인 공간기획방법을 제공할 수 있으며, 아울러 전시관 구축사업의 시행착오를 줄이는 데에도 기여 할 수 있을 것이다.

This study investigated many factors which had to be considered importantly in space planning for the cultural contents exhibition hall on the basis of establishment cases at this time that cultural contents were considered very importantly in the national economy. It must be a priority to set up the concept of the exhibition space which can encompass exhibition spaces, exhibits, the approach to experience exhibitions and others for the effective planning for exhibition spaces showing cultural contents. Visitors' moving lines should be planned based on that concept setting. It is necessary to reflect human attributes that people detect environmental information and perceive the environment through their sensory organs and plan moving lines considering visitors' cognitive, emotional and psychological factors which they can feel according to the temporal order. In addition, this study led visitors to respond exhibits through their five senses and increased the effects that visitors appreciated exhibition spaces, actively getting out of the way that visitors experienced exhibitions, which might be limited to sight. This study will be able to provide specific space planning methods related to the establishment of cultural industry-based professional exhibition halls which have been increased day by day at this time that culture-based industries are considered to be important. Moreover, it will be helpful in reducing the trial and effort factor in the exhibition hall establishment project.

키워드

참고문헌

  1. Creative industry and contents, Korea Creative Content Agency, 2013
  2. Culture Content Industry kocca 21, Korea Creative Content Agency, 2005
  3. Edson G., Dean D., "The Handbook for Museums", Routledge, pp.149, 1996
  4. Suk-Kyung, Lee, A study on the Museum for Sensible Experience : Centering on Gilles Deleuze's The Logic of Sense and M. Merleau-Ponty's Phenomenology of Perception, MD. dissertation, Kookmin University, Korea, 2005
  5. Jin Hyung, Kim, A Study on a Multi-Use Organization System for the Strategic Development of Local Cultural Content, Journal of Asia Comparative Folklore Society Vol.50, pp.337-375, 2013
  6. Gi Hyun, Kim, A study for One Souce Multi Use(OSMU) contents - Mainly on OSMU inside and outside the country success example, Korea design forum Vol. 16, pp.72-82, 2007
  7. Sang-Wo, Baek, A Study on the Digital Space by Merleau-Ponty's Phenomenological body Perception, MD. dissertation, Kookmin University, Korea, 2009
  8. Su-Young, Jung, A study on the structure of scene and continuty in an exhibition space, MD. dissertation Hong-Ik University, Korea, 2003
  9. Choi, Young-Kwan Cho, Sung-Sook, An Influence of Supportive Policy for CT Industry on Innovation Ability of Organization and OSMU of Contents - Focusing on Domestic Animation Industry), The Journal of Digital Convergence, Vol.7, no.4, pp.67-80, 2009
  10. Kim, Soo-Young, Ha, Kyu-Soo, A Study on the Solutions to overcome the obstacles of Digital comics contents industry development, The Journal of Digital Convergence, Vol.11, no.12, pp.709-723, 2013 https://doi.org/10.14400/JDPM.2013.11.12.709
  11. Kim, Yeon-Jeong, The analysis of regional Character industry - CT competence level and R&D performance, The Journal of Digital Convergence, Vol.9, no.6, pp.231-242, 2011
  12. Kim, Yeonjeong, The meaning of experience and immersion to the diffusion of digital contents and consumption behavior based on arousal, The Journal of Digital Convergence, Vol.11, no.12, pp.387-392, 2013 https://doi.org/10.14400/JDPM.2013.11.12.387