• Title/Summary/Keyword: 전시체험

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A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

A Case Study on the Planning and Operation of the Experience-based Exhibition of Contemporary Astronomy (현대천문학 체험형 전시 '우주연구실 인턴체험전' 기획·운영 사례)

  • Ahn, Insun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.67.1-67.1
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    • 2019
  • IAU 창립 100주년을 맞이하는 시점에서 현대 천문학의 주요 주제들을 다룬 체험형 특별전 '우주연구실 인턴체험전'을 기획하여 과천과학관에서 45일간 운영하였다. 유·초등 어린이로부터 중·고등 청소년과 성인에 이르는 다양한 연령층의 약 5만 명이 전시를 관람하였다. 전시의 주요 연출방향은 현대적인 천문학 연구성과를 대중과 공유하되, 관람객 스스로가 연구과정에 대한 이해를 통해 결과를 인지할 수 있도록 하는 것이었다. 1900년대 이후 천문학자들의 실제 연구방법과 원리를 단순화한 체험요소들을 개발하여 인간의 우주에 대한 호기심과 탐구의 흐름에 따라 관람할 수 있도록 전개하였다. 또한 관람객이 인턴연구원 과정을 수료하는 형태로 관람동선을 연출하여 전시내용을 보다 적극적으로 탐구하게 하였다. 전시 관람객 인식조사 결과, 전시를 통해 '암흑물질'을 새롭게 알게 되었다고 한 응답자가 가장 많았고, 그 외 우주의 규모, 블랙홀과 외계행성 관측, 아직 밝혀지지 않은 것들이 많음을 알게 되었다는 응답이 주를 이뤘다. 전시물에 대한 평가로는 직관적으로 거리-광도 관계를 보여주는 전시물과 블랙홀에 대한 이해를 돕는 체험전시물들에 대한 만족도가 높았고, 전시해설이 전시내용을 이해하는데 도움을 줬다는 응답자가 많았다. 여전히 초등 저학년이 이해하기 쉬운 전시물이 필요하다는 과제가 남아있다.

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

A Case study on Storytelling Experiential Exhibition at the National Lighthouse Museum (국립등대박물관 스토리텔링 체험전시 연출 사례연구 -<등대와 과학> 상설전시를 중심으로-)

  • Song-Yi Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.11a
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    • pp.162-165
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    • 2023
  • This paper examines the approaches to science operational exhibitions and storytelling to enhancing visitors of the National Lighthouse Museum of Korea. Through this case, our museum aims to share its directions of the scientific exhibition and development direction of the Aids to Navigation Heritage Museum. The exhibition content was storytelling to naturally guide the flow along the story, and the exhibition coordinating was designed as an experiential exhibition so that visitors could interestingly experience the scientific principles applied to navigation signs.

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Analyzes the case of Performing Arts Museum of the children's experience exhibition in relation to the performance (<수궁가> 공연을 활용한 공연예술박물관 어린이 체험전시 사례 분석)

  • Ha, Eul Lan
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.473-504
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    • 2018
  • This article analyzes the exhibition of the experience for the children using the performance of the at the National Theater Performing Arts Museum. The important part of an exhibition or educational program for children should be a program that can be communicated so that the child can develop the strength to think for himself / herself as a 'subject' rather than a 'target' of the program. The purpose of this article is to analyze the case of exhibitions that solved the 'make-up' part of the performance stage by linking the performance of the concert with the experience in mind. In addition, I would like to take an opportunity to look at the case of how the performance of , which was the theme of this exhibition, was utilized as an exhibition and what kind of experiences it was composed of, and to think about the better direction of children's experience exhibition in connection with the performance.

Exhibition Planning of Ongoing Astronomy : A New Approach to Science Exhibition Planning of Astronomy (20c 이후 천문학 연구성과로 전시 기획하기 : 천문분야 전시 기획의 새로운 접근)

  • Ahn, Insun
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.1
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    • pp.45.3-45.3
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    • 2019
  • 아동 청소년을 대상으로 하는 대부분의 '우주'관련 도서들이 아직 현대 천문학을 적극적으로 다루지 못하고 있고, 과학관의 상설전시만으로는 천문우주 분야의 비약적인 발전상을 대중과 공유하는데 한계가 있는 것이 현실이다. IAU 창립 100주년을 맞이하는 시점에서 관람객의 시야를 넓혀주고, 내용에 대한 체험적 인지를 돕는 천문우주 기획전시의 필요성을 느끼고, 태양계로 국한되는 물리적 우주탐사를 넘어 은하와 우주 전체를 연구하는 현대 천문우주과학을 소재로 하고, 실제 연구방법들을 기반으로 한 체험요소를 연출에 담은 전시를 구상 중이다. 이번 기획전에서는 1900년대 이후 주요 연구성과들을 중심으로 인간의 우주에 대한 호기심과 탐구의 흐름에 따라 관람할 수 있도록 전개하되, 천문학자들이 우주를 연구하는 방법의 원리를 단순화한 체험 프로그램을 설계 운영하여 연구성과에 대한 주입식 정보 전달이 아니라 관람객이 주도적으로 과정부터 이해하여 결과를 인지하도록 하고자 한다. 또한 전시 공간을 주제별 연구실로 꾸미고, 실제 과학자들의 연구사적으로 의미 있거나 인간적인 에피소드를 소개하여 관람객들의 관심과 공감을 끌어내고자한다.

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A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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