• Title/Summary/Keyword: 한국 박물관

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The Directions and Tasks for the Creation of Exhibition Contents Based on Oral Records: Focused on 'A Research Project of Producing Oral History Video Clips Displayed at the Exhibition of IMF Situations' of National Museum of Korean Contemporary History (구술 기록에 기반한 박물관 전시콘텐츠 생성의 방향과 과제 - 대한민국역사박물관의 '전시 맞춤형 구술영상 제작 연구'를 중심으로 -)

  • Cho, Sungsil
    • Korean Association of Arts Management
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    • no.56
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    • pp.305-327
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    • 2020
  • This study started with the question of whether the museum oral history recording projects, which have been increasing steadily in recent years, are being used in various forms, especially in exhibitions. This paper is emphasized on the need for the oral history-related projects to lead to various museum activities including exhibitions and educations and so on. As a practical example of this, to explore the future directions and tasks for oral history projects in museums 'A Research Project of Producing Oral History Video Clips for the Exhibition of IMF Financial Crisis Situations' of National Museum of Korean Contemporary History is analyzed. This research argues that oral history functions as an exhibition representation device that more actively reveal the reality of a specific historical event. Therefore, this study suggests that the museum can be developed as a venue for various discourses in which citizens participate actively using oral history.

New Changes and Tasks of the Science Museum: Focusing on its relation to PUS (과학(박물)관의 새로운 변화와 우리의 과제: PUS와의 관련성을 중심으로)

  • Leem So-Yeon;Hong Sung-Ook
    • Journal of Science and Technology Studies
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    • v.5 no.2 s.10
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    • pp.97-127
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    • 2005
  • While science museums, whose functions consist traditionally in collecting, preserving, researching, and displaying science-related objects, present scientific knowledge, figures, or tools in the historical context, science centers give more emphases on science education by exposing interactive exhibits to their visitors. However, neither objects-oriented exhibits nor hands-on technologies can provide museum visitors with the full insight into modem science in terms of its complicated relationships to politics, economy, culture, art, risk, and environment. This paper argues that for the 21st century we need to establish a new kind of science museum through the critical examination of its previous kinds - science museums and science centers. In the first part of this paper, the history of the first and second generations of science museums, including their recent trends in science centers, in the West will be elaborated. Secondly, the development of national science museums in Korea will be discussed specifically for the understanding of Korean science museums. The next part of this paper will seek for the possibilities of the third generation of science museums through three examples, which show interdisciplinary, contextual, and institutional approaches to change science museums or science centers. Fourthly, the social function of science museums as 'forum' will be discussed in relation to promoting public 'participation' of science as well as public 'understanding' of science. As a conclusion, some practical suggestions and conceptual guidelines will be proposed for the future Korean national science museum.

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Application Method of Image Restoration based on Augmented Reality to Museum Education (증강현실을 이용한 복원영상의 박물관 교육분야 활용방안)

  • Won, Kang-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.205-212
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    • 2010
  • Interest in the augmented reality is growing and increase of Smartphone is changing people's life style. The purpose of this study is to explore application method of image restoration based on augmented reality to museum education. Museum is the proper place that audience, including students could learn culture and history of past time. This study suggests that using smartphone application which is used by image restoration with augmented reality is efficient to museum audience's understanding and interest. A game design for domestic museums is planned. Smartphone application which is used by image restoration with augmented reality also could be utilized for exploring historic sites or enjoying local festivals.

Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

Functional Planning of Larchiveum that Integrates the Functions of Archives, Libraries and Museums (기록관, 도서관, 박물관의 기능을 융합한 라키비움의 기능 계획)

  • Choi, Youngsil;Rieh, Hae-Young
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.457-477
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    • 2012
  • As the cases of merging and cooperation of archives and libraries increase abroad, research and discussions about integration of complex information services among information centers, such as archives, libraries and museums started to emerge. In a similar vein, the need for integrated cultural information centers are suggested in Korea as the museums encounter the need for expansion of contents, and libraries try to diversify their functions, yet regional public archives has not been established. In this context, the concept of 'Larchiveum(libraries + archives + museums)' was proposed as an alternative that integrates and provides various information functions and resources, and research related to this started to emerge. At present, however, the Larchiveum has not been realized, the specific pathway to realize this kind of institution need to be discussed. This study analyzes the functional characteristics and elements of archives, libraries and museums, and based on these, the functional requirements of the larchiveum are drawn, and are reflected on the Larchiveum's functional planning for space planning in this study.

The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.

Case Study of PBL applied field trip in the National Folk Museum on teaching (국립민속박물관을 활용한 <의생활문화> PBL 수업 사례)

  • Shin, Hye Won;Rhee, Jung Uk
    • Journal of Korean Home Economics Education Association
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    • v.28 no.4
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    • pp.97-109
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    • 2016
  • The purpose of this study were to develop PBL(problem-based learning) program, and to examine the effects of PBL. This paper applied PBL to a "Culture of Clothing" class, comprised of 23 undergraduate students majoring in Home Economics. As part of the PBL curriculum, the class assigned students to design and create brochures about the culture of clothing by going on field trips to the National Folk Museum of Korea. The class met for five weeks, 3 hours per week. The effectiveness of PBL was measured based on the students' self-reflective journals, self-assessments, and satisfaction surveys. The study gathered three major feedbacks from the students after taking the PBL class. First, the students recognized the importance of cooperation and communication in problem-solving process. Second, the students appreciated that students themselves were implementing the self-directed learning. Third, the students were satisfied with the overall quality of the PBL class, based on their feedbacks and surveys. However, the students' self-assessments show their acknowledgement of the lack of creativity and critical-thinking skills. The study also observed relatively low-satisfaction ratings about the learning environment at the National Folk Museum of Korea.

Perceptions of Students, Teachers and Parents Regarding Natural History and Natural History Museums (자연사와 자연사 박물관에 대한 학생, 교사, 학부모들의 인식연구)

  • Choi, Ji-Eun;Kim, Chan-Jong;Lee, Chang-Jin;Lim, Jin-Young;Lee, Sun-Kyung;Byun, Ho-Seung;Sin, Myung-Kyung;Lee, Sun-Kyung
    • Journal of The Korean Association For Science Education
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    • v.24 no.5
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    • pp.869-885
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    • 2004
  • The aim of this study is to acquire a better understanding of how natural history(NH) and natural history museums(NHM) are perceived among students, teachers and parents by administering a questionnaire. A total of over 2500 people participated in this survey. We developed the questionnaire which was categorized by three specific areas: 1) people's overall perceptions of natural history and natural history museums; 2)the way of people's getting such perceptions and knowledge; 3) people's possessing interests in NH and NHM. The summary of survey results included; firstly people had paid attention to nature and natural environments; secondly NH and NHM were not familiar to people, but they expressed their eagerness to learn about them; thirdly the first image occurred to people was dinosaur, when they recalled NH and NHM with describing them to be mysterious and education.; on the fourth, NH and NHM were informed through TV programs; lastly, most people responded that they never learned about NH and NHM in schools but they wanted to learn them.

An Investigation of the Framework for User Experience in Museum Mobile Applications (박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구)

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
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    • v.12 no.1
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    • pp.62-76
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    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

Animation Model Using The Virtual Reality (가상현실을 이용한 애니메이션 모델)

  • 한설흠;홍성수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.653-655
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    • 1999
  • 본 논문은 현실세계를 가능하면 사실적으로 표현하고 색감이나 형체를 실물처럼 느낄 수 있게 애니메이션화 했다. 그 대상은 사이버화석박물관, 패류박물관으로 했으며, VRML로 구성하고 20~40프레임의 2차원 정보를 연속적으로 연동시켜 현실감있게 구현하였다.

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