• Title/Summary/Keyword: Exhibition utilization

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A Study on Space Utilization by Programs of Convention and Exhibition Facilities in Korea - Focusing on convention and exhibition facilities in large cities of Korea - (국내 전시컨벤션 시설의 프로그램에 따른 공간 활용에 관한 연구 - 국내 대도시의 전시컨벤션 시설을 중심으로 -)

  • Park, Tae-Sung
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.284-292
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    • 2013
  • The study performed analysis focusing on specialized convention and exhibition facilities among convention and exhibition facilities in Korea. The procedures and results were as follows: First, by theoretical consideration, meaning and contents of convention and exhibition programs done in convention and exhibition facilities were considered and after that, general characteristics of the programs which were the main of space utilization was derived. Second, considering scale and location, 6 facilities were re-selected for in-depth research from 12 facilities investigated preliminarily. Selected facilities were categorized by scale and through the analysis of programs done in this facilities for the last 1 year, overview and characteristics of utilization for exhibition space, conference space, and multi-purpose space, etc were analyzed. Third, through the case study on the programs, individual characteristics of space utilization by convention and exhibition program were analyzed. From the result of the study, considering the whole, the space utilization of programs was done as conference space rather than exhibition space and the ratio of use as conference space to use as exhibition space was 1.8 in the large facilities, 6.7 and 7.6 in the middle facilities and the small facilities, respectively. In the middle and small facilities, the ratio of use of one room as conference space was very high. In the large facilities, there was no big difference with the ratio 50:50 of the programs involving exhibition to other programs, but in the middle and small facilities, the ratio of the former to the latter was observed over 2.4 and 3.6. This fact indicated that the function of use as promotion and communication space for companies and industrial entities which were the essential purposes became low.

Exhibition support contents creation at large exhibition museum

  • Kim, Dae-Woong;Lee, Joong-Youp;Hoshino, Koushi
    • International Journal of Contents
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    • v.7 no.3
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    • pp.38-47
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    • 2011
  • The present research has created and evaluated contents capable of work appreciation visitors changing their viewpoints on their will by introducing mobile exhibition exposition devices (iPad) for large exhibition museum. Various exposition contents of usually invisible parts or those provided in accordance with user positions drew visitors' attentions and improved museum experience satisfaction. Utilization of digitalized exhibition information generated activeness in viewing and new communication between exhibition and a visitor instead of the conventional exhibition exposition.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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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 Study on the Actual Utilization of Traditional Knowledge Resources (전통지식 자원의 활용실태 연구)

  • 김행란;최배영;유명님;김미희;강경하
    • The Korean Journal of Community Living Science
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    • v.14 no.2
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    • pp.93-106
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    • 2003
  • The main purpose of this research was to study and analyze the actual utilization of traditional knowledge resources and to search for methods to activate local communities through utilization of traditional knowledge resources best suited for us. For this study, data listed on the internal web sites during August 2002 to October 2002 were searched and analyzed. In terms of statistical analysis, frequency, percentage, and x$^2$-test were operated using the SPSS 10.0 program. The major results of this study are as follows: 1) Traditional knowledge resources utilized throughout the nation totaled to 8,906 cases. These utilized resources composed of 48.0% of tangible resources, 32.3% of environmental resources, and 19.8% of intangible resources and such utilized resources were in order of life-skill, scenery, ruins and relics, community activity, exhibition, and folklores. 2) Tourism, merchandising, and festival were the major types of utilization of traditional knowledge resources, while education was the relatively minor portion in utilization type. 3) Compound linking of traditional knowledge resources, utilization type, and utilizing body showed links such as life skill-merchandising-civilian, ruins and relics-tourism-government, folklore-festival-civilian, scenery-tourism-government, and exhibition-education-civilian.

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A Study on the Virtual Reality-based Museums : Exhibition Characteristics and Possibilities of Utilization (가상현실 기반 박물관의 전시특성 및 활용 가능성 연구 -세컨드라이프 내 박물관을 중심으로)

  • Son, Hee-Joo;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.862-867
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    • 2009
  • The development of internet has changed the realm of life from off-line to on-line, causing not only the overall change in society but also urgently demanding change in the basic concept of museum. Virtual Museums have appeared in line with such changes, and they utilize space regardless of real time and space unlike the traditional museums that collected and preserved works for exhibition in physical space thereby playing a role of catalyst for exhibition in virtual space and for direct exchange with the public. Through relevant literatures and case studies, the present research particularly investigated the exhibition characteristics of virtual reality-based museums out of all types of cyber museum, in an effort to make a comparison with those of offline museums, and eventually to suggest a direction of virtual reality museums that would be established in the future and to consider the possibilities of utilizing them.

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A Study on the Activation of Archive Exhibitions using Archival Contents (기록콘텐츠 기반의 아카이브 전시 활성화 방안)

  • Seo, Eun-Gyoung;Park, Heejin
    • Journal of Korean Society of Archives and Records Management
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    • v.19 no.1
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    • pp.69-93
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    • 2019
  • Archive exhibitions are one of the important tasks of archives that promote the value of archives and contribute to increasing users' interest and positive image but have not yet been activated. Recently, there has been a shift from a one-way archive exhibition to a new way to draw attention and understanding from users by using archival contents. This study aims to propose ways to activate archive exhibitions by utilizing archival contents by analyzing the exhibits of domestic cultural heritage institutions. Focusing on ways to improve the understanding and utilization of records through archival contents, the proposed strategy for developing archive exhibition programs is a three-way contents-based exhibition, experiential exhibition, and digital environment-based exhibition. The results of this study are expected to help develop archival exhibition programs that will enhance users' interest and understanding of records.

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

  • Kwon, Soon-Kwan;Kwon, Hyuk-Jin
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.1
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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.

Study on their Presentation Types and Exhibition Methods in National History Museum - Focused on National History Museum In Korea - (자연사박물관의 전시매체유형 및 연출기법에 관한 고찰 - 국내자연사박물관사례를 중심으로 -)

  • Lee Jong-Sook;Kim Kyung-Mi;Yoo Dong-Lim
    • Korean Institute of Interior Design Journal
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    • v.15 no.1 s.54
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    • pp.131-138
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    • 2006
  • This paper compares presentation methods which are characteristic among museums of natural history in Korea. The different medium for exhibitions are divided into Specimen, Model or Panel Type Displays, Video Presentations, Sound, and Tactile Exhibits, and further classified as Fixed (A Type), Observable (B Type), or Performance Art (C Type) Displays. The museums we studied were the Seodaemun Museum of Natural History, Ewha Womans University Museum of Natural History, Seoul National Science Museum, Gyeryongsan Natural History Museum, the National Science Museum, Mokpo Natural History Museum, and the JejuDo Folklore and Natural History Museum. A study of these museums' approaches to display composition, and exhibition methods according to their exhibit types and contents, revealed the following results: The museums of natural history rely more on Fixed type displays to show information, with appropriate uses of the Observable and the Performance Art type exhibitions. Better utilization of appropriate medium is desired for display contents of Astronomy Space Earth, Minerals Rocks Geology, Animals, Plants, Insects, Prehistoric Organisms Environment, and Anthropology.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.