• Title/Summary/Keyword: Digital Heritage Education

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An Analysis and Directional Suggestion for Digital Cultural Heritage Education (디지털 문화유산 교육 현황 분석 및 방향 제언)

  • Lee, Ji-Hye;Kim, Jungwha
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.41-51
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    • 2018
  • This research discusses the necessity for change in the domestic digital cultural heritage education. In following, this research analyzes definition and categories of digital cultural heritage education alongside with several case studies of global institutions and their characteristics. Throughout the analysis, this research suggests a direction of domestic digital cultural heriage which has limitations. Currently domestic use of digital cultural heritage education is currently limited to applying digital technology. Analysing literature review and case studies, this research found that digital cultural heritage education can make learners be mature in perspective of historical thinking and digital literacy simultaneously. In other words, digital cultural heritage education should not aim at pursuing education via digital platform simply, but rather fundamental cultural heritage education based on understanding of digital technology and future trend of education such as informal learning. Throughout the analysis of current cases and suggestion for future direction, the research aims at being a fundamental study of digital cultural heritage.

A Study of Building Digital Capacity of Museum Professionals through the Use of Virtual Museum (가상박물관 활용을 통한 박물관 전문인력의 디지털 역량 강화 방안 연구)

  • Kim, Seon-Mi;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.39-46
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    • 2022
  • The overall digital transformation in society is rapidly progressing with the corona virus epidemic. In particular, in the field of cultural heritage and museums, digital transformation is taking place throughout the preservation, management, and utilization of cultural heritage. To respond to this, the importance of cultivating the digital literacy of museum professionals to select and utilize digital cultural heritage information is increasing. However, the current digital capacity education of museum professionals has not reached the cultivation of digital literacy due to one-way theory and one-way practical education. To overcome this, we propose a digital capacity building program using virtual museums. We propose a curriculum based on participatory museums, cooperative learning, and project-based learning theories. Learners experience the entire process of acquiring, selecting, and utilizing digital cultural heritage information through individual, cooperative, constant, exhibitions, and project-based learning programs. We were evaluated by experts in terms of education, museum education, and ICT technology education to prove its usability and derive improvements. This study will contribute to building the digital capacity of museum professionals.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

Design of Continuous Cultural Heritage Education Applications via Gamification - Focused on Korean Ceramic History (Gamification을 통한 지속적인 문화재 교육 앱 디자인 - 한국 도자사를 중심으로)

  • Ham, Chorom;Yu, JeongMin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.409-411
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    • 2020
  • 4차 산업 시대의 흐름에 따라 디지털 문화유산 컨텐츠의 생산이 이루어지고 있다. 문화재의 위치와 해설을 사용자에게 제공하거나 문화재 사진을 보고 이름을 맞추며 간략한 정보를 얻는 등 학습을 위한 어플리케이션이 제작되고 있으나 사용자 경험을 고려한 지속적 교육 컨텐츠의 개발은 부족한 상황이다. 이에 따라 본 논문에서는 게이미피케이션을 통해 사용자가 문화재에 대한 정보를 지속적으로 학습할 수 있는 모바일 어플리케이션을 제안한다. 사용자의 흥미를 동반하여 학습을 이어가기 위해 수집형 롤플레잉 게임 시스템을 응용하고 이를 크게 네 가지의 항목으로 세분화하였다. 이 연구를 통해 우리 문화유산을 활용한 지속적 교육 컨텐츠 개발에 기여하길 기대한다.

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Application of Digital Photogrammetry to Dinosaur Tracks from the Namhae Gain-ri Tracksite (남해 가인리 공룡발자국 화석에 대한 디지털 사진 측량 기법의 활용)

  • Kong, Dal-Yong;Lim, Jong-Deock;Kim, Jeong-Yul;Kim, Kyung Soo
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.129-138
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    • 2010
  • A number of dinosaur tracksites located at southern coast of the Korean Peninsula have continuously been damaged by sea-waves and weathering. To protect the dinosaur tracksites from the damage permanently and safely, we need to develop conservation programs as well as to collect data documenting the sites. We specifically applied digital photogrammetry to extensively record and document dinosaur tracks in the Namhae Gain-ri tracksite (Natural Monument No. 499) and were able to obtain 3D images data with it. The data of 3D images enable us to produce permanent documentation and preservation of the morphology of dinosaur tracks and tracksites. Moreover the weathering rate on time can be numerically analyzed by periodic measurements of the dinosaur tracksite and comparison of those measurements. The 3D modeling techniques also can be used in various ways including analyzing morphology of tracks, duplicating replicas for museum exhibitions, and posting the results on the Internet homepage.

Three-Dimensional Digital-Mold Modeling and Sand-Printing for Replication of Bronze Mirror

  • Jo, Young Hoon;Lee, Jungmin
    • Journal of Conservation Science
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    • v.37 no.1
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    • pp.25-33
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    • 2021
  • To extend the application of digital technology to the replication of artifacts, meticulous details of the process and the diversity of three-dimensional (3D) printing output materials need to be supplemented. Thus, in this study, a bronze mirror with Hwangbichangcheon inscription was digitalized by 3D scanning, converted into a voxel model, and virtual conservation treatment was performed using a haptic device. Furthermore, the digital mold of the bronze mirror completed by Boolean modeling was printed using a 3D sand-printer. Such contactless replication based on digital technology reflects the stability, precision, expressivity, collectivity, durability, and economic feasibility of artifacts. Its application can be further extended to cultural products as well as such areas as education, exhibition, and research. It is expected to be in high demand for metal artifacts that require casting. If empirical studies through experimental research on casting are supplemented in the future, it could extend the application of digital technology-based contactless replication methods.

Digital Marketing Tools for Managing the Development of Park and Recreation Complexes

  • Chaikovska, Maryna;Mashika, Hanna;Mankovska, Ruslana;Liulchak, Zoreslava;Haida, Pavlo;Diakova, Yana
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.154-162
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    • 2022
  • Digital marketing tools are actively used in managing the development of park and recreation complexes to familiarize the population with the objects of natural heritage. This article aims to empirically evaluate digital marketing tools for popularizing the park and recreational complexes. The methodology was based on the concept of ecosystem value of park and recreation complexes as a natural heritage site. These methods included: identifying and selecting websites with information about park and recreation complexes in Slovakia and Ukraine. structural analysis of the main channels of online details about natural parks. Assessing the current state of online identity of the studied sites from the perspective of Internet users. The results indicate that to manage the development of park and recreational complexes developed their driven official websites in the Internet space, on which sections structure the information with the allocation of data on tourism and recreational potential. The article identifies additional digital marketing tools for managing the development of park and recreation complexes, particularly social networks and tourist websites. There is a sufficient amount of information about tourist recreation sites within these natural parks and tourist routes. Among the main problems of the websites: the information on the websites is entirely textual, there is a lack of sufficient data on social networks, despite the created official pages, there is no video content, which was more attracted tourists and visitors, allowing a visual assessment of the tourist potential; there is a problem of many communication channels to present the natural heritage of the countries. The research proves that the website is the primary and most common digital marketing tool for natural heritage, structuring information about tourism potential and recreation.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Preliminary Application of Stone Conservation Technology for Monitoring of Vat Phou World Heritage Site

  • Sengphachanh, Amphol;Lee, Myeong Seong;Choi, Tae Jeong;Chun, Yu Gun
    • 보존과학연구
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    • s.36
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    • pp.86-96
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    • 2015
  • From the Asia Cooperation Program on Conservation Science(ACPCS) of National Research Institute of Cultural Heritage(NRICH), I gained conservation and management experience and knowledges which are highly applicable at the Vat Phou World Heritage site. Firstly, Check list, Mapping, Tape Test and Digital Image Analysis are simple and useful methods which can be introduced to the site directly. If we can get chance to learn more about GIS program, GIS based Database Management System would also be very liable to put into practical use since the site office has been already using the program for general purpose. Lastly, there are more other methods which can diversify the studies on cultural heritage conservation in Laos; Rebound Hardness Test, Ultrasonic Test, Infrared Thermography, XRF Analysis and Hyperspectral Image Analysis etc. To realize those research however, new equipments are needed along with proper education so more cooperation between Korea and Lao would be essential.

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Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.