DOI QR코드

DOI QR Code

가상현실 기반의 과학관 전시물 사례 연구 - 한국, 홍콩, 일본 과학관을 중심으로 -

A Case Study on Virtual Reality-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museums

  • 투고 : 2020.11.30
  • 심사 : 2020.12.30
  • 발행 : 2020.12.31

초록

본 연구에서는 우리나라와 홍콩, 일본에서 전시되고 있는 가상현실(VR) 기반 과학관 전시물의 현황과 특성을 연구하여 국내 VR 과학관 전시물의 개선점을 도출하였다. 이 연구를 위하여, 과학관 VR 전시물에 대한 선행 문헌을 고찰하였으며 3개국 과학관의 온라인과 오프라인 자료를 수집하고 이를 분석 비교하였다. 연구 결과, 한국의 과학관 VR 전시물은 오락적 놀이와 신체활동을 하는 것을 목표로 두는 전시물이 주를 이루고 있으며 일방향적인 관계의 전시물이 많았다. 홍콩 과학관 VR 전시물은 우주, 항공, 환경과 관련된 전시물들이 57%로 많으며 상호작용적인 쌍방향적 관계의 전시물이 많았다. 일본 과학관 VR 전시물은 환경과 에너지, 로봇과 관련된 전시물이 많았으며 상호활동적인 쌍방향적인 관계의 전시물이 많았다. 또한, VR 전시물 분류 결과로 도출된 4가지의 특성을 바탕으로 향후 가상체험 과학관 개발 및 운영을 위한 제안점과 우리나라 VR 과학관 전시물에 주는 시사점을 논의하였다.

In this study, the present state and characteristics of VR exhibits currently exhibited in Korea, Hong Kong, and Japan were studied to derive the improvements in the domestic VR exhibits. The previous literatures on VR exhibits at Science Museum were reviewed and online and offline data were collected, analyzed and compared. As the result of the study, VR exhibits at Science Museum in Korea turned out to focus on interest and fun rather than containing scientific content, and exhibits aimed at recreational play and physical activity. The Hong Kong Science Museum VR exhibits are more physically targeted exhibits than the cognitive target exhibits. In addition, at the Japanese Science Museum, there are many exhibits aimed at the physical target exhibits. As the result of classifying VR exhibits into the similar types, it was possible to derive them into four characteristics. The implications for future KOREA VR museum exhibitions were discussed.

키워드

참고문헌

  1. J. Lee, "A study on the activation plan of virtual reality based education", Journal of the Korean Society of Design Culture, Vol.25, No.1, pp.357-366, 2019. https://doi.org/10.18208/ksdc.2019.25.1.357
  2. J. Oh and G. Kang, "A Study on the Development of Unification Education Contents Using Virtual Reality Technology", Journal of Unification Studies, Vol.32, No.1, 2020.
  3. J. Ryu and M. Kim, "A plan for linking with the school curriculum through research on the use of science museums", Education and Culture Research, Vol.22, No.3, pp.73-98, 2016. https://doi.org/10.24159/joec.2016.22.3.73
  4. I. Kim, "Enhancing the educational role of non-formal science educational institutions through the analysis of educational programs: focusing on the Seodaemun Museum of History", Journal of Science Education Research, Vol.35, No.2, 2011.
  5. J. Nam and et. al., "A Study on the Foundation for Developing Motivational Area Evaluation Indicators for Constructivist Museum Education Programs: Focused on ARCS Motivation Theory", Global Cultural Contents, No.34, pp.43-65, 2018.
  6. J. Yoon, "Efficient virtual space simulation of 3D holography", Korea Design Forum, 19, pp.295-304, 2008.
  7. E. Yun and Y. Park, "Public perception and use of science museums through social big data analysis", Journal of the Korean Society of Science Education, Vol.37, No.6, pp.1005-1014, 2017.
  8. H. Noh, "Elementary science program development and application using VR contents", Master's thesis, Kyungin National University of Education, 2018.
  9. S. Kim, "Culture Visualization Trends and Video Media", French Culture and Arts Research, No.1, pp.17-32, 1999.
  10. I. Ryu and et. al., "The Realization of History Learning Content Using Virtual Reality Technology", Journal of the Korea Contents Association, Vol.9, No.8, pp.32-40, 2009. https://doi.org/10.5392/JKCA.2009.9.8.032
  11. S. Hwang, "A Study on the Development of a Prototype of Stereoscopic Image Content in Virtual Reality Environment", Ph.D. Thesis, Hanyang University, 2009.
  12. M. Im, "Analyzing the contents of the science museum exhibits and surveying teacher needs", Master's Thesis, Ewha Womans University 2009.
  13. National Science Museum, Science-related feeling 12, National Science Museum, 1999.
  14. S. Kim and J. Song, "Characteristics of science museum exhibits and students' perception of exhibits", Korean Journal of Science Education, Vol. 23, No.5, pp.544-560, 2003.
  15. J. Lim and B. Lee, "An Analysis of Science Museum Viewing Patterns According to Exhibition Rate and Viewing Hours: Focusing on the Basic Science Museum of the National Gwacheon Science Museum", Curriculum Education Research, 18(4), pp.1011-1032, 2014.
  16. S. Baek,. "A study on the application of the image industry using virtual reality technology", Archives of Design Research, Vol.15, No.1, pp.163-17, 2002.
  17. K. Shim and et. al., "Seeking the use of virtual reality techniques in science education", Korean Journal of Science Education, Vol.21, No.4, pp.725-737, 200.
  18. M. Oh, "A study on the development of educational solutions using desktop virtual reality", Journal of the Korean Society of Design Culture, Vol.12, No.2, pp.96-106, 2006.
  19. J. Lee, "VR system environment technology and user immersion factor analysis", Journal of the Korean Society of Design Culture, Vol.24, No.2, pp.585-596, 2018. https://doi.org/10.18208/ksdc.2018.24.2.585
  20. J. Lee, "A study on the current status of interactive video media in science exhibitions", Journal of the Korean Society of Design Culture, Vol.17, No.4, pp.495-509, 2001.
  21. C. Young and L. Yi and R. Jang, "Pioneering a web-based science museum in Taiwan: Design and implementation of lifelong distance learning of science education", Educational Technology Research and Development, Vol.48, No.1, pp.112-123, 2000. https://doi.org/10.1007/BF02313490
  22. J. Creswell, "Qualitative inquiry & research design: Choosing among five approaches (4th ed.)". Thousand Oaks, CA: Sage, 2012.
  23. J. Lee, "A Case Study on Virtual Reality(VR)-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museum", Master's Thesis, Seoul National University of Education, 2019.
  24. National Science Museum, National Science Museum trip, National Science Museum, 2001.
  25. S. Kim and et. al., "International Comparative Study on Astronomical Exhibits: Focus on Exhibit Characteristics and Earth Science Curriculum Reflected in Exhibits", Journal of the Korean Association for Science Education, Vol.36, No.6, pp.925-934, 2016. https://doi.org/10.14697/JKASE.2016.36.6.0925
  26. Chiho Kim, "A Study of Theme Park Attractions Using Virtual Reality and Augmented Reality Technology", Digital Convergence Research, 15(9), pp.443-452, 2017.