The development in modern world media made information expansion and conversion much easier. These changes in media environment required a lot of companies to quickly respond to the overall environment and come up with new appropriate marketing strategies. Companies use experiential exhibition halls to enhance their images. The goal of the research is to set the basis for digital signage exhibition production characteristics as a spatial mechanism by presenting the need to use the digital signage as a tool. Digital signage expands senses and connects internal and external space. There are many types of digital signage (display, projection, special media, etc) and they are informative, aesthetic, inductive, and amusing. For research methods, Korean companies' exhibition halls sample analysis and surveys were executed to analyze the awareness, expression characteristics, effects, and usage status of digital signage. In conclusion, corporate exhibition halls should: 1. be an interesting and comfortable space that can be used as a communication tool between the company and consumers 2. increase corporate potentials and faith by expanding human senses and inducing new experiences 3. continue to capture the interest of spectators through diversity.
Journal of the Economic Geographical Society of Korea
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v.9
no.3
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pp.358-378
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2006
This study aims to examine seven factors and forty-two selection attributes of Seoul as an Exhibition and Convention Destination Site through the Importance-Performance Analysis(IPA) from the Exhibition and Convention Planner. The result of this study shows these three conclusions. First, according to the result of the Importance-Performance Analysis(IPA) of the forty-two selection attributes of an Exhibition and Convention Destination Site, thirteen attributes were placed on the right top area(Keep Up the Good Work), four attributes were placed on the right bottom area(Possible Overkill), five attributes were located on the left top area(Concentrate Here), and the other twenty attributes were located on the left bottom area(Low Priority). Second, the Importance-Performance Analysis(IPA) of seven factors in an Exhibition and Convention Destination Site reveals that the factors in the right top area(Keep Up the Good Work) of high importance and high performance were "Exhibition and Convention Center Facilities", "Exhibition and Convention Fee", and "Exhibition and Convention Center Accommodation Capacity". And the one factor located on the left top area(Concentrate Here) of high importance and low performance was "Exhibition and Convention Destination Regional Space", while the other factors of "Exhibition and Convention Center Management", "Exhibition and Convention Destination Tourism Space" and "Exhibition and Convention Destination Leisure Activity Space" were placed on the left bottom area(Low Priority) of low importance and low performance. Third, the difference of the mean value of the Importance and Performance on Seoul as an Exhibition and Convention Destination Site has been revealed that the performance of the attributes was lower than the importance of the attributes because forty attributes have described all plus(+) except two attributes.
The museum has steadily been evolved by time with its function and social idea differently. As the museum makes its evolution, its architecture has also been changed. This study aims to find out the characteristics of museum architecture by applying Space Syntax for space correspondence of museum architecture changed by the time. And the characteristics could be used as project guide by making data for building up museum architecture changed by social concept with efficient and functional system. The method of the study is to divide the museum into three generations, and give case for each generation. And the each chosen case was analyzed by convex space of space syntax. The order of the analysis is to divide the case as the unit space, make out the Convex Map. And finally get the analysis variable by carrying out a mathematical operation. The characteristics found in these operations are as follows. First, the major space has been planed for convenience of spectators. Second, exhibition space located on specific area in entire plot planning makes spectators easy to recognize in terms of the line of flow toward exhibition space and also relieves character of major and exhibition space. Third, it is getting hard to comprehend the entire space as forming diverse space in process that museum accepts many request from spectators.
Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.
Exhibitions are important sales promotional method commonly used by the marketer of industrial products. Exhibition utilized as a means of effective marketing tools, company's interest and demand is rising. Especially in recent years, visitors' activity within the exhibition space can be monitored in real time by applying near-field sensing technology such as RFID, NFC, RQ code. Exhibition organizers are also applying the near-field sensing technology in order to attract the participating companies and visitors. With the introduction of near-field sensing technology, the exhibition has been a lot of changes occur in the exhibition environment. However absence of performance indicators to measure new exhibition environment which adopt ubiquitous technology, still the exhibition performance is not properly measured. In this study, we use the Delphi technique with the performance indicators based on previous research, and propose performance indicators for measuring achievement of exhibition in the smart-exhibition environment.
Since the artist considers the space to display the work, the artist evaluates the exhibition space after using the exhibition space. Since this can be different depending on age, career, and genre, this study analyzed the difference in exhibition hall satisfaction according to the characteristics of artists using Marketing Mix 7P. The results of the study are summarized as follows. First, the product satisfaction of 20's and oriental painting artists was high. Second, the environment satisfaction of oriental artists with 5-10 years of experience and 40 years of age was high. Third, the promotion satisfaction of more than 21 years of career and 50's was high. Fourth, the exhibition manager satisfaction of with 20's and oriental painting artists was high. the process satisfaction of 5-10 years of experience and 40 years of age and other was high.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.979-986
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2022
In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.
To plan more effective exhibitions, exhibitions should be evaluated and verified through research. This is Important in that it will present measures for improving shortcomings in exhibition goals and procedures; and it will also provide new ideas and goals for future exhibition plans. The purposes of this study are to investigate the applicability of evaluation methods by organizing related theories systematically through a literature review and to provide more practical and valuable information about the methods by applying them to actual museums. For this study, the National Science Museum was investigated since it uses various themes and exhibition methods, compared with other science museums. Exhibition structures and presentation formats were first analyzed, and then the methods of trace and observation were used to investigate how visitors use the museum. Surveys were also conducted at two different times. The results of the analyses showed that problems of exhibits, arrangement methods of exhibition space, or guide systems are more prominent than those of the presentation format itself. Based on these results, measures for improvement are suggested as follows: First, new formats of exhibition halls using new window frames or holes should be explored to stimulate visitors' curiosity and to lead viewing traffic flow in the museum. Second, in presenting representative exhibits, a gate can be installed at each exhibition area, and representative exhibits are displayed by the gate or between exhibition booths. Third, if a small space is provided at the end of each exhibition area, it can be used to give an orientation on the next exhibition or used as a resting place.
This thesis analyzed arrangement and mixture method of function elements, which are getting more important in museum planning. It used quantitative method, Space Syntax and Visibility Graph Analysis tool to analyze five case museums. Through this analysis, advantages and disadvantages of two methods were derived and case museums' arrangement and mixture attributes were grasped. Results of the analysis were derived differently by two kinds of plan form which were room to room type and open type. Open typed museum recorded similar graphs of Integration, Visual Integration and Visual Connectivity. Since whole space structures were relatively simple and structure of exhibition halls were opened, the results of Space Syntax and Visibility Graph Analysis had similar graphs. Room to room typed museum showed differences in Integration, Visual Integration and Visual Connectivity. In the result, the most accessible space was lobby and Mediation Space became the center of visibility. Also, the exhibition hall, where the opening of room to room typed exhibition hall was penetrated visually, became a center of visibility. Lobby space, which was close to entrance, had the highest Visibility Connectivity. As Space Syntax could analyze the museum as whole space structure, Space Syntax showed strength in room to room typed museum analysis compared to open typed museum analysis which has relatively simple structure. Visibility Graph Analysis could expect the flow of exhibit distance including visibility analysis unlike the flow of exhibit distance with space arrangement. The exhibition hall, which secures the sight to penetration of an opening, couldn't be analyzed in existing Space Syntax. However, it became the biggest advantages in Visibility Graph Analysis of room to room typed museum. Visibility Graph Analysis derived detailed results in exhibit arrangement so it will be the useful method not only for architecture but also for planning of exhibit arrangement in open typed museum. Through this study, various possibilities on Quantitative Analysis Method of Museum Architecture could be verified. However, the analysis still has limitation of second dimension. Therefore, diverse and liberal following study will be expected to accomplish.
Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.
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