• Title/Summary/Keyword: Participatory museum

Search Result 8, Processing Time 0.028 seconds

Exhibit Participation and Interaction of Child and Mother in the Children's Museum (어린이박물관에서의 아동과 어머니의 전시참여형태와 아동과 어머니 간의 상호작용에 관한 연구)

  • Lee, Kyung Hee;Choi, Jung Yoon
    • Korean Journal of Child Studies
    • /
    • v.25 no.1
    • /
    • pp.77-92
    • /
    • 2004
  • The present study conducted in the Children's Museum investigated patterns of participation by type of exhibit and interaction with 150 5-to 12-year-old children and 50 mothers. A timing and tracking observation checklist was used to document time spent at each type of exhibit and the interaction of children and mothers. All children chose and spent more time interacting with participatory than non-participatory exhibits and they chose more participatory exhibits than mothers. Mothers chose more non-participatory than participatory exhibits and spent more time with non-participatory exhibits than the preschool group. The preschool age group interacted with mothethan other interactions.

  • PDF

Study on Museum Visitor Characteristics and Implications for Effective Management Reflecting on Visitor's Feedback (미술관의 방문자 특성과 방문 후 평가에 따른 효율적 경영에의 시사점)

  • Jung, Hyung-Shik;Kim, Young-Shim;Jeong, Kyeo-Woon
    • CRM연구
    • /
    • v.3 no.1
    • /
    • pp.29-47
    • /
    • 2010
  • This study is intended to examine the effect of characteristics of museum visitors and visit type on perceived relative status, aesthetic responses, and perceived visit benefits, which in turn affect visitor satisfaction and personal and social participatory behaviors. Research was held for four weeks. A total of 308 questionnaires were collected out of 315 distributed. However, additional 15 were excluded due to inadequate responses. The findings of the study are as follows: While museum visitor characteristics yielded significant effects on the perceived relative status and perceived visit benefit, it did not have significant effects on aesthetic responses. Additionally, while visit types showed considerable impact on perceived relative status, it did not yield significant effect on aesthetic responses or the perceived visit benefit. Perceived relative status of a museum had positive effects on aesthetic responses, but not on the perceived visit benefit. Furthermore, while perceived relative status did not have significant effect on visitor satisfaction, it did have evident effects on the aesthetic response and the perceived visit benefit. Lastly, greater visitor satisfaction was confirmed to contribute to greater participatory behavior in various prospective programs and events offered by museums. Hence, it would be imperative for museums to gear their attention to encourage internal participatory behaviors such as visitor education, donation and charity events, which would consequently transcend to viewing museums more as a public space shared by the general public.

  • PDF

Potential of Children's Museum as a Base for Donation Network - Focused on Chicago Children's Museum - (기부네트워크 구축 거점으로서 어린이박물관의 잠재성 분석 연구 - 시카고 어린이박물관 사례를 중심으로 -)

  • Lee, Yeunsook;Lim, Yeaji;Kim, Kwangmi
    • KIEAE Journal
    • /
    • v.12 no.3
    • /
    • pp.3-10
    • /
    • 2012
  • The purpose of this study is to seek a planning approach for children's museum within Korean context that promotes community participation. A literature review method and a field survey method were used. Literature reviews on community participation paradigm, residents' participation and donation networks in community regeneration processes, and finally on case studies on children's museum in Korea were carried out. Through the field survey on Chicago Children's Museum(CCM) located in downtown Chicago, its role was identified as networking systems of community participation and donation and was verified as a socio-physical base for vitalizing donation culture that is an active and a leading community participation method. As a result, CCM has engaged many partnerships with city organizations and local schools to provide diverse and unique programs that are not only targeted to children but also parents, teachers and visitors. Also, an evolution of CCM through various types of donations and community participation was delineated. CCM was found successfully in restoring community spirit and vitalizing economical growth where it once was a decayed city area. Rather than focusing on descriptive technique of typical children's museum, this study explored how community fabric is made and acted out, through rethinking community participation's value, and how it can influence a physical space. CCM, as a good example of community participatory museum, the results can be used as a reference in planning and directing community participation based children's museums in Korea. It is significant to shed light on children's museum as an opportunity of social space which can empower community.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
    • /
    • v.25 no.1
    • /
    • pp.65-72
    • /
    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.

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
    • /
    • v.22 no.10
    • /
    • pp.39-46
    • /
    • 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.

Village Museum Establishment Process, Characteristics and Tasks in Jeonju Urban Regeneration Projects (문화적 도시재생사업에서 마을박물관 설립운영과 과제 : 전주노송늬우스박물관 사례를 중심으로)

  • Cho, Sungsil;Lee, Jungwoo
    • 지역과문화
    • /
    • v.8 no.3
    • /
    • pp.1-25
    • /
    • 2021
  • Nosong-dong is used to be center of the administration, education and transportation in Jeonju. It has ironically been the location of the city's prostitution quarter 'called Seonmichon'. This place is recently selected as an area of urban regeneration by Jeonju. The project has involved numerous programs which gradually transfer this place for the women's rights and arts. This paper focuses on exploring the socio-cultural meanings of a community museum, an archive for gender equality, and an exhibition site for local artists. The Seonmichon quarter has long been stigmatized as an area of ill repute and regarded with contempt by the surrounding neighborhood. It is space where polarized interests are entangled. City authority has tried to reflect this by presenting a variety of perspectives on the Seonmichon district. An initiative of the community museum has been its hosting of several exhibitions around the themes of women's rights and community arts. The most remarkable aspect of the exhibitions that have taken place in the heart of the Seonmichon district has been the active participation of local community residents as a catalyst for progressive social change. The paper's overall purpose is to provide an introduction and analyze the process of development of the exhibition initiative, and further examine the social role and meaning of the community museum in Nosong-dong, as well as its future tasks and directions.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.926-932
    • /
    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

  • PDF

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.3
    • /
    • pp.113-125
    • /
    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.