• 제목/요약/키워드: Digital Exhibition

검색결과 165건 처리시간 0.021초

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

  • 이태은;이창욱
    • 디지털융복합연구
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    • 제18권3호
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    • pp.341-348
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    • 2020
  • 본 연구는 TUI기반 체험전시의 담론 활성화를 위한 기초 연구로 디지털환경에서 변화되고 있는 어린이 체험전시 현상을 분석하여 TUI를 활용한 어린이 체험전시의 발전 유형을 밝혀 보고자 하였다. 연구 전개를 위하여 체험전시에서 야기되는 인터랙티브의 요소인 TUI(tangible user interface)를 처음 제안한 MIT Tangible Media Group의 3가지 요소 측면(인터랙티브 평면, 비트와 원자의 연결, 환경미디어)과 텐저블즈 유형(물건, 장치, 평면, 공간)을 토대로 국내외 체험전시 사례를 조사 분석하고 특성을 도출하였다. 분석결과, TUI 요소는 인터랙티브 평면과 비트와 원자, 환경미디어 순서가 많았으며, 텐저블즈는 물건, 평면, 장치, 공간 유형 순서로 높았다. 이러한 사실은 어린이들의 적극적 개입과 확장된 경험이 필요한 체험전시에 TUI가 적극 활용되고 있음을 보여준다.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • 한국컴퓨터정보학회논문지
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    • 제21권10호
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

전시디자인 산업의 발주제도 개선방안에 관한 연구 (A Study on Improving Institutional order of the Exhibition Design Industry)

  • 지환수
    • 한국실내디자인학회논문집
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    • 제24권5호
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    • pp.136-143
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    • 2015
  • At this present, the world is in the era of digital and culture.Tourist resources through cultural infrastructure have been a crucial factor of a country's competitiveness. A Museum is tourism resource facility like one of core cultural infrastructures which provides experiential culture, history and tradition. The field of a planning and a design for a museum should be recognized like professional design industry.n Korea, the government has various laws and systems to support the design promotion policy but it is not sufficient. If you plan to extend the scope of the maintenance of law and institutions As today 'Exhibition Industry Development Act, which is responsible for maintenance, including a permanent exhibition area in the exhibition industry facilities will be efficient alternative. And also, it would like to analyze states of the orders in the exhibition design industry for past five years (2010 ~ 2014) and show the problems and alternatives. Exhibition business-related orders investigation into the recent five years to analyze and suggest improvements. In the delivery method it was found three types of goods, the services, the delivery method through the analysis of the enforcement order to the Corporation and that are mixed.If these alternatives has been reviewed and used for basic data to promote professional companies and designers for museums, it must be expected to be well worth a careful study.

박물관건축과 전시공간의 변천과정에 관한 연구 (A Study on the change process of museum building and exhibit space)

  • 권순관;권혁진
    • 한국디지털건축인테리어학회논문집
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    • 제12권1호
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    • pp.15-23
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    • 2012
  • Museums in Korea have a long history of 100 years. It is not too much to say, though, that in fact, they in the history have lasted only for 20 to 30 years. Daejeon World Expo in 1993 and the foundation of local governments in 1995 not only played an important role in the growth of museums, but also affected the spatial development in terms of architecture and exhibition. Based on the theoretical background of museums' historical, formative, and exhibition-spatial changes, this study grasps the changes in public museums established during the last 20 to 30 years, and analyzes the changing roles of museums in the future. The preliminary study shows that the formative and spatial changes of museums partially resulted from the changes in visitors' pattern. Besides, as a result of the utilization of PEST Analysis, a macroscopic competition analysis method, it turned out that the construction of public museums in Korea was promoted with in mind the political and social significance after the establishment of the autonomous government. For unique museums to be established in local regions, it is necessary to proceed with a consistent investigation on museums in various perspectives rather than merely relying on the administrative exhibition services led by the organizations.

<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구 (A Comparative Study of Immersiveness in and through an Empirical Approach)

  • 이보아;하승완;서재인
    • 한국멀티미디어학회논문지
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    • 제20권4호
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

증강현실 기술의 전시 환경의 응용에 관한 연구 (A study on the Application of Augmented Reality Technology Exhibition Environment)

  • 이재영;권준식
    • 디지털콘텐츠학회 논문지
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    • 제16권6호
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    • pp.943-950
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    • 2015
  • 본 연구에서는 전시 환경에서 증강 현실을 이용한 전시 보조역할의 주석 정보 시스템을 제안한다. 일반적인 전시장에 그림이나 사진의 설명을 안내책자나 오디오 기기를 활용하는 방법 그리고 사람이 설명하면서 전시를 관람하는 형태의 방법이 사용되고 있다. 우리는 이러한 기존 방법과 더불어 증강현실 기술을 이용하여 전시물에 대한 다양한 정보를 텍스트와 사진, 영상 그리고 오디오의 다양한 멀티미디어 매체를 활용하여 제공하고자 한다. 관람객이 손에 들고서 사용할 수 있는 스마트폰, 태블릿 기반의 장비에서 증강현실 기술을 적용하여 전시 관람의 보조 역할을 하게 된다.

디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로 (A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea)

  • 친친;조정형
    • 한국융합학회논문지
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    • 제11권2호
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    • pp.127-137
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    • 2020
  • 본 연구는 2019년 국립중앙박물관 중 디지털기술을 이용한 특별기획전을 중심으로 연구하였으며 그 연구목적은 향후의 전시에 있어 더욱 합리적이고 효과적으로 디지털기술을 응용하여 관람객의 전체적인 체험효과를 제고하기 위한 것이다. 연구과정에서 문헌조사를 통해 관람객의 기대, 체험 및 만족도 간의 관계에 대해 분석하고 최종적으로 4개 측면에서의 디지털 체험 차원을 종합하였으며 이를 기초로 설문지 내용을 작성하였다. IPA분석법(Importance-Performance Analysis)에 근거하여 디지털기술에 대한 체험 만족도에 대해 평가하고 중점적으로 개선해야 할 내용에 대해 알아보았다. IPA분석 원리에 근거하여 제IV사분면의 내용에 대해 중점적으로 분석하고 거시적 측면, 미시적 측면 및 관람객의 내심적 측면에서 개선해야 할 내용에 대해 건의하였으며 최종적인 연구결과는 현 단계 문제점을 개선하는 실행가능성에 대한 참고적인 기초자료로 활용할 수 있다. 본 연구의 선도성과 시효성을 보장하기 위해 향후 디지털 기술의 변화와 발전에 의한 연구를 지속적으로 진행할 것이다.

국내 댐 전시관 컨텐츠와 매체 특성에 관한 연구 (The Study on the Contents of Domestic Dam Exhibition Hails and the Characteristics of Applied Media)

  • 이주형
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.93-101
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    • 2009
  • Nowadays, the constructions of dams are being issued by the public due to the preservation and protection of nature considered more important than development. These social phenomenon can not be evitable due to arguing the both attitudes, preservation and development of nature. However, There are possibilities to make an agreement with the compromise between the two sides. The common goals of the attitudes are concerning human beings and their life quality. In this atmosphere, the exhibition hall of dams is very important to lead the agreement of both groups because the spaces not only provide contents to compromise by showing positive factors of dams, but present condition of using water as natural resources. The purpose of this study is based on the effect of the applied media in an exhibition hall as presenting education and enlightenment factors. To examine the effect, this study categorizes the existing media by communication types firstly. Secondly, based on the categorization, existing media of each dam exhibition hall are analyzed by numerical way. Thirdly, the general characteristics of applied media are defined by integrating the spatial contents and media. The data from the study are effective to provide the basic data for following design works for the exhibition space.

문화콘텐츠 전시관 공간기획에 관한 연구 (A Study on the Space Planning of Culture Contents Exhibition Hall (Based on case study))

  • 김경남
    • 디지털융복합연구
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    • 제12권5호
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    • pp.435-442
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    • 2014
  • 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.

Development of Multimedia Design Contents using Mobile Virtual Reality

  • Duan, Xiao-Yun;Kim, Byung-Taek;Kim, Soo Kyun
    • 한국컴퓨터정보학회논문지
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    • 제22권10호
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    • pp.41-45
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    • 2017
  • Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.