• Title/Summary/Keyword: Digital Gallery

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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.

Android Application for Increased Travel Convenience <Korea Travel Review Application> (여행 편의성 증진을 위한 어플리케이션 <한국 여행 리뷰 어플리케이션>)

  • GeonHee Lee;JuHak Lee;MinGyu Yang;SuChan Seo
    • Journal of Digital Convergence
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    • v.21 no.3
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    • pp.23-31
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    • 2023
  • As COVID-19 is nearing the end, the travel industry is gradually picking up steam as the attention of those who have not traveled in nearly a few years is drawn back to travel. Accordingly, we intend to develop a travel-related application to help with travel. According to the current trend of SNS, this application provides a review function as the main function. In addition, travel records can be stored through the gallery, and the route to the destination can be conveniently viewed through navigation. People usually use multiple applications at the same time depending on their purpose when traveling. This project aims to improve convenience by developing applications that combine various functions to eliminate such hassle. The development tool uses Android Studio.

A Study on the Planning Elements of Recent Ubiquitous Housing (유비쿼터스 주택의 계획요소에 관한 연구)

  • Kim, Min-Soo;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.189-192
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    • 2006
  • Nowadays great changes arises from the digital environment and technology. And Also, our living environment are changes very rapidly. The purpose of this study was to analyze the characteristics and trends of future housing reference to ubiquitous housing cases in U.S.A, Japan and Korea. From these cases, reorganized ubiquitous-apartment elements are suitable to our housing environment. To search them, it is investigated to 4 ubiquitous housing examples, such as Aware Home, Toyota's PAPI, samsung raemian's housing gallery and GS E&C's apartment. In this study, we could get types and characteristics and planning elements of ubiquitous housings. The findings showed that many kinds of common network systems were suggested and were acted in limited spaces. In conclusion, it was considered as the one of the most suitable future housing type that had a special feature of the demands of residence and life with free accessibility of information and data. Especially, it is necessary to prepare for coming aging society.

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Study on the Digital Contents Development of Traditional Korean Furniture (한국전통가구의 디지털콘텐츠 개발 및 산업적 활용방안 연구)

  • Nam, Kyung-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.227-230
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    • 2005
  • This subject is about the study on digital contents development of traditional Korean furniture to find our traditional peculiarity that is disappearing gradually in the rapid computerization. In order to carry out this subject, we established some methodology to industrialize the culture, the style, the manufacturing process and the configuration details of traditional furniture in the form of digital contents with reference to books regarding the furniture in Chosun Dynasty and furniture collection in possession of museum, gallery, etc. This study made a database about traditional Korean furniture systematically to be used as basic materials that are available for diverse culture business as a whole with Korean identity in the future. The contents of this study are as follows: 1) Style of traditional furniture 2) Decoration of traditional furniture 3) Manufacturing process of traditional furniture 4) Configuration details of traditional furniture The contents work of traditional Korean furniture was to secure the identity of Korean furniture from the point of culture and to provide an alternative of modernization by re-illuminating the superiority of traditional furniture in discontinuation from the point of industry.

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A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

A Study on the Exhibit Environmental Design through the Transparency of the Cubism (큐비즘에서의 투명성 개념에 의한 전시환경디자인 연구)

  • 김호연
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.154-161
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    • 2004
  • When people visit other countries, the first place to go would be either a museum or an art gallery because it might be the most effective way that people could understand culture and history of the place in a short time. It can be alleged that a museum must be an important cultural space because people can experience their life, history and art there. According to these cultural importance, the purpose of this study is to suggest the environmental design of $\boxDr$Design Museum$\boxUl$ through the Transparency of the Cubism. The Transparency means a capability of transmitting light so that objects on the other side can be seen clearly. The Concept of the Transparency could be taken effects in architecture by overlapping facets or space. By understanding formative properties of the Cubism, which especially focused on Transparency, 1 would like to propose the environment as an art and the exhibition-environment as a way of communication. As it were, the study can be valued as a new approach on condition that formative feature is interpreted with modern terms and the ‘Digital technology’ is not used a tool of representation but a tool of thought in terms of design. Moreover, it has a great significance that formative language of the Cubism will be able to be applied to the environmental design through the experimental and creative design process.

A Study on Intention to Use of Smart Tourism Contents through Extended Technology Acceptance Model: Case of Visitors to the National Museum of Korea (확장된 기술수용모델을 적용한 스마트관광 콘텐츠 사용의도에 관한 연구: 국립중앙박물관 방문객을 중심으로)

  • Jeong, Eun-Seong;Choi, Sa-Ra;Son, Min-Young
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.115-123
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    • 2021
  • The primary purpose of the study is to investigate museum visitors' intention to use of smart tourism contents by applying the extended technology acceptance model. The study conducted an online survey of a convenience sampling of individuals who visited the National Museum of Korea, and it conducted confirmatory factor analysis and structural equation modelling to test hypotheses of the study. The results showed that information quality of immersive digital gallery in the National Museum of Korea had a significant regression weight on both perceived ease of use and perceived usefulness, and perceived ease of use had a significant regression weight on perceived usefulness. Moreover, both perceived ease of use and perceived usefulness had a significant regression weight on intention to use. The findings indicate that it is necessary to develop smart tourism contents with easily accessible and usable digital applications for promoting smart tourism in the museum.

Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.