• Title/Summary/Keyword: Experience Exhibition

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A Basic Study on the Exhibition Design of a Science Museum -Focus on the Case Study on Exhibition System & Prestutation Method of a Museum of Telecommunication- (이공계박물관의 전시디자인에 관한 기초적 연구 -정보통신 박물관의 전시체계와 연출방법에 관한 사례연구를 중심으로-)

  • 김종훈;임채진
    • Korean Institute of Interior Design Journal
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    • no.10
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    • pp.58-68
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    • 1997
  • The core of character and concept in an exhibition space of contemporary museum is that the place for relics and materials changes into the place for spectators, the static exhibition place changes into the dynamic exhibition place, and the place for learning naturally during amusement. In other words, it could convey the conceptual exhibition object which is not the material object called a relic, it could be a place where is to investigate, participate, experience and enjoy with easily method to general public, and ordinary people are supposed to experience with integrative the world of intellectual, cultural and artistic which is inconcionsly rising a dimensiov. In order to response positively the change of these exhibition concept itself, exhibition system will be established through the analysis of realistic exhibition objects with the visulatization of theme or thought of an exhibitiov. In process of conveying image, the effective and concrete exhibition method and technique should be measured in order to realize the communication between spectators and exhibition objects. The purpose of this study is to find the methodology which is enable to establish the exhibition theme and presentation system through the selection and analysis of exhibition objects in major cases of a musem of ecience and engneering, to find the process model till the methodology applies to the space scheme, and to find finally the designed indicators which is applicable to the progress of exhibition desigv.

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A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum - (체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 -)

  • Song, Jeong-Hwa
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.195-204
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    • 2013
  • 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.

A Study on the Factors Affecting the Attitude and Behavioral Intention toward the Instagrammable Exhibition: A case study on <Yumi's Cell Special Exhibition>

  • Ji-Su, Park;Bo-A, Rhee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.27-38
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    • 2023
  • The purpose of this study is to shed light on the relationship between perceived value(PV), attitude toward the exhibition(ATYCSE), and behavioral intention toward the exhibition(BITYCSE) through literature review and quantitative research, focusing on <Yumi's Cells Special Exhibition (2020)> as an Instagrammable exhibition. The exhibition has strong entertainment experience quality, and taking pictures has a positive correlation with the satisfaction as well as the immersion, while sharing the viewing experience on Instagram does not influence on the ATYCSE in terms of the PV. Satisfaction also has meaningful correlations with the immersion and the detail factors of BITYCSE. In particular, it can be confirmed that the storytelling factor occupied a superiority over the exhibit factors or the exhibition environment of the Instagram-friendly exhibition, and through this, the importance of storytelling was confirmed. This research unveils implications for the influence of the interactivity and participatory features of the Instagrammable exhibition on the ATYCSE as a potential factor of PV, and the importance of storytelling in Instagrammable exhibitions.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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A Study on the Development of an Experiential Exhibition Program for Children about Presidential Archives Based on the Experience Economy (4Es) (체험경제이론(4Es)을 적용한 대통령기록관 어린이 체험전시관 프로그램 개발에 관한 연구)

  • Song, Na-ra;Jang, Hyo-Jeong;Choi, Hyo-Young;Kim, Chong-Hyuck;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.9-40
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    • 2016
  • The space designated for kindergarten and elementary school students, who accounted for half of all users of the presidential archives, is now lacking, with the archives' programs focusing on exhibitions and field trips. With this, an experience exhibition is seen as the most effective way to communicate the value of presidential records and archives based on the theory of cognitive development. Therefore, this study proposes an experiential exhibition program for children about presidential archives based on the experience economy under theories that are recently getting attention. The Presidential Archives through the Experiential Exhibition program for children proposed by this study will become a place for the cultural communication of all generations.

Assessment of Display and Events of Agro-Healing Experience Center for Visitors Satisfaction and Revisit Intention: A Case Study of 2018 Changwon Agricultural Technology Exhibition

  • Jang, Hye Sook;Gim, Gyung Mee;Jeong, Sun-Jin;Kim, Jae Soon
    • Journal of People, Plants, and Environment
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    • v.22 no.1
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    • pp.15-29
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    • 2019
  • The purpose of this study is to investigate the effects of the exhibition displays and events of the Agro-healing Experience Hall in the Agricultural Technology Exhibition 2018 on satisfaction and revisit intention of visitors. A survey was conducted on visitors of the Agro-healing Experience Hall and the responses of 274 visitors excluding 26 cases with inappropriate responses were analyzed. For psychological measurement, the Perceived Restorativeness Scale (PRS), Profile of Mood States (POMS), level of plant gardening experience, satisfaction and loyalty were measured. There was a significant difference among age groups in all four factors of the PRS (repose, fascination, coherence, and legibility). In the case of education level, there was a significant difference in the three factors (repose, fascination, and legibility). In addition, average monthly income showed a significant difference among groups in the two factors (fascination and coherence). As a result of analyzing the mood states of visitors for the exhibition events of the Agro-healing Experience Hall, there was a significant difference among age groups only in the case of vigor (p < .05). As a result of analyzing the correlation between the level of plant gardening activities (3 factors) and PRS (4 factors) in the exhibition events of the Agro-healing Experience Hall, plant preference tendency and plant-related event showed a high positive correlation of 0.5 or more with repose of the PRS factors. A multiple regression analysis was conducted to investigate the effects of the level of plant gardening activities, PRS and POMS on the satisfaction and loyalty of visitors. As a result, it was found that in terms of relative explanatory power over independent variables affecting satisfaction and revisit intention, fascination had the greatest effect, followed by vigor, fatigue, and occupation (company employee). The results of this study suggest that exhibition events of the Agro-healing Experience Hall affect repose, fascination or vigor of visitors, and thus can be used positively to increase satisfaction and revisit intention of visitors.

The Impact of Exhibition and Event Experience Type on MICE Quality and Loyalty (전시 및 이벤트 경험 유형이 MICE 품질 그리고 MICE 품질이 충성도에 미치는 영향)

  • Jang, Sunghee;Kim, Sanghyun
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.43-58
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    • 2019
  • The main purpose of this study is to empirically investigate determinants affecting MICE quality, which then affects to loyalty. In particular, this study focuses on variables in the exhibition and event experiences of the MICE participants. The proposed research includes four variables representing the exhibitions and event experiences (affective, intellectual, behavioral, relational experience), two MICE qualities (commitment, satisfaction), and MICE loyalty. The results of this study reveal that four proposed variables (affective, intellectual, behavioral and relational experience) have a positive impact on two MICE qualities (commitment and satisfaction). Furthermore, the study found that commitment and satisfaction positively influence MICE loyalty. The findings of the study would provide theoretical and practical implications of exhibition and event experiences, quality and loyalty of MICE.

A study on behavioral patterns and satisfaction of visitors depending on the characteristic of exhibition in science museum (과학관 전시체험관에 대한 관람자 행동유형 및 만족도에 대한 연구)

  • Park, Hye-Jung;Lee, Seok-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.3
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    • pp.185-195
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    • 2013
  • This study has been analyzed various exhibition in Ulsan Museum of Science which was opened in March 2011 and found out the connections between elementary school science and its curriculum. In addition, this study has pointed out how visitors' behavioral patterns change depending on the characteristics of exhibition. The Study has also examined the visitors' satisfaction on the educational effectiveness, facilities and environment of the museum and aimed to seek ways to revitalize and improve the general conditions of exhibition rooms which is essential for Ulsan Museum of Science. The results of analysis on the form exhibition showed that 31.7% were in a passive form and the other 68.2% were in active form which was 43 out of 63 exhibition. After analyzing the visitors behavioral patterns, the majority of exhibition with higher attraction power and holding power were active-type exhibition and especially the experience-type exhibition takes the large portion. Based on the survey, we found out that both students and teachers represent high expectations of pleasure through active experience. They showed high satisfaction rates on the number of exhibition, guide facilities, inside temperature and accessibility of Ulsan Museum of Science.

Analyzes the case of Performing Arts Museum of the children's experience exhibition in relation to the performance (<수궁가> 공연을 활용한 공연예술박물관 어린이 체험전시 사례 분석)

  • Ha, Eul Lan
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.473-504
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    • 2018
  • This article analyzes the exhibition of the experience for the children using the performance of the at the National Theater Performing Arts Museum. The important part of an exhibition or educational program for children should be a program that can be communicated so that the child can develop the strength to think for himself / herself as a 'subject' rather than a 'target' of the program. The purpose of this article is to analyze the case of exhibitions that solved the 'make-up' part of the performance stage by linking the performance of the concert with the experience in mind. In addition, I would like to take an opportunity to look at the case of how the performance of , which was the theme of this exhibition, was utilized as an exhibition and what kind of experiences it was composed of, and to think about the better direction of children's experience exhibition in connection with the performance.

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

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.