• Title/Summary/Keyword: 디지털 뮤지엄

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A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.565-573
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    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.

A Critical Study on Google Arts & Culture's "Non-Profit" Strategy and its Appropriation of Publicness of Museums (구글 아트 앤 컬처(Google Arts & Culture)의 '비영리' 전략에 대한 비판적 고찰 - 뮤지엄의 공공성을 전용하는 디지털 플랫폼 기업의 비즈니스 모델 -)

  • Park, Sohyun
    • Korean Association of Arts Management
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    • no.59
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    • pp.33-72
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    • 2021
  • I intended to discuss the new phase of the publicness of museums in a digital environment with the Goole Arts & Culture Project. To this end, I critically examined the instrumental approaches and technological optimism in the application of digital technology to museums, and scrutinized the recent museological issues, particularly the revision or curtailment of the museum's publicness amid the spread of neoliberal policy, which have been omitted within those technological approaches. This is because the meaning of Google Art & Culture can be considered more effectively through an extended theoretical reconstruction. Based on these theoretical discussions, I critically reviewed how the "non-profit," an important concept that defines the publicness of museums, was adopted and utilized as an business strategy by Google. As a result, I wanted to reveal that the neoliberalization of museums, the failure of the government's public function, the crisis of museum's publicness, and Google's "non-profit" strategy have been closely related. Armed with advanced digital technology, the GAC project appropriated the publicness of museums as a useful profit-making model. As such, now the concept of publicness of museums is at a point of more controversial and radical transformation than ever before.

A Study on the policy of activate Baekje Cultural goods -focus on Gongju-Buyeo national museum- (백제문화상품 활성화 정책에 관한 연구 -공주.부여 국립박물관 중심으로-)

  • Shin, Dae-Teak;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.333-338
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    • 2012
  • Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.

A Study on Constructive Characteristic of Media in the Surface of Contemporary Architecture -Focused on Codification and Seriality of de Young Museum and Walker Art Center (현대건축의 외피에 나타난 매체적 구축 특성에 관한 연구 -디 영 뮤지엄과 워커 아트센터에 나타난 코드화와 시리얼화를 중심으로-)

  • Jeon, You-Chang;Kim, Sung-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2416-2424
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    • 2011
  • This study focused on the transition from modularity of a mechanical construction system to the seriality in a digital production system in architecture and arguing how digital design process affects the design of surface in the contemporary architecture and development of digital technology actively intermediate surface of architecture and expressive characteristics of media on surface. The analysis of two exhibition facilities of Herzog & de Meuron expose process of fabrication in the surface design and makes possible to implementation of the concept of code to seriality which shows images employed to reveal immediate representation of the perceptual communication with humans and architecture through the role and significance of digital design techniques.

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention (몰입형 기술 특성과 미디어아트 관람 특성과의 적합성이 관객의 몰입감과 재방문의도에 미치는 영향)

  • Choi, Ji-Ae;Yoo, Kun-Woo;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.654-667
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    • 2021
  • This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.