• Title/Summary/Keyword: Smart Museum

Search Result 45, Processing Time 0.025 seconds

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
    • /
    • v.16 no.1
    • /
    • pp.139-162
    • /
    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.3
    • /
    • pp.69-74
    • /
    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

Research on the transformation of smart museums under the Internet thinking: A case study on the palace museum

  • Peng, JingYi;Jin, XueHua
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.377-392
    • /
    • 2022
  • With the development of information and Internet technology, traditional museums have been long followed the trend of integrating innovative technological elements into the changed museums. It is necessary that the museums seize the opportunity of the trend transforming into smart museums, the key is to grasp the characteristics and laws of the Internet era, and use Internet thinking to explore the future development path. However, there are few studies on Internet thinking among the existing results. On the other hand, most of the relevant actual case studies still focus on the micro-level, which has obvious limitations. This paper will start from the current situation and trend, focus on the Palace Museum as a case study object, and discuss the problems and characteristics, so as to put forward the thinking about the development of smart museums in four aspects to explore the optimal path of transformation for smart museums.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.25-32
    • /
    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.

A Study on Intention to Use of Smart Tourism Contents through Extended Technology Acceptance Model: Case of Visitors to the National Museum of Korea (확장된 기술수용모델을 적용한 스마트관광 콘텐츠 사용의도에 관한 연구: 국립중앙박물관 방문객을 중심으로)

  • Jeong, Eun-Seong;Choi, Sa-Ra;Son, Min-Young
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.115-123
    • /
    • 2021
  • The primary purpose of the study is to investigate museum visitors' intention to use of smart tourism contents by applying the extended technology acceptance model. The study conducted an online survey of a convenience sampling of individuals who visited the National Museum of Korea, and it conducted confirmatory factor analysis and structural equation modelling to test hypotheses of the study. The results showed that information quality of immersive digital gallery in the National Museum of Korea had a significant regression weight on both perceived ease of use and perceived usefulness, and perceived ease of use had a significant regression weight on perceived usefulness. Moreover, both perceived ease of use and perceived usefulness had a significant regression weight on intention to use. The findings indicate that it is necessary to develop smart tourism contents with easily accessible and usable digital applications for promoting smart tourism in the museum.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.44-52
    • /
    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.2
    • /
    • pp.219-224
    • /
    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.4
    • /
    • pp.66-71
    • /
    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.11
    • /
    • pp.2723-2728
    • /
    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

Design review on indoor environment of museum buildings in hot-humid tropical climate

  • Ogwu, Ikechukwu;Long, Zhilin;Okonkwo, Moses M.;Zhang, Xuhui;Lee, Deuckhang;Zhang, Wei
    • Advances in Computational Design
    • /
    • v.7 no.4
    • /
    • pp.321-343
    • /
    • 2022
  • Museum buildings display artefacts for public education and enjoyment, ensuring their long-term safety and the comfort of visitors by following strict indoor environment control protocols using mechanical Heating, Ventilation and Air Conditioning (HVAC) systems to keep the (environmental) variables at a fixed comfort level. Maintaining this requires constant supply of energy currently mostly sourced from the combustion of fossil fuels which exacerbates climate change. However, a review on the effects of the indoor environmental variables on museum artefacts as well as museum visitors revealed that there is no specific point at which artefact deterioration occurs, and that there are wide ranges of conditions that guarantee the long-term safety of artefacts and human comfort. Visits to museum buildings in hot-humid tropical climate of Nigeria revealed that strict indoor environmental practices were adopted. Even when appropriate micro-climatic conditions are provided for artefacts, mechanical HVAC systems remain necessary for visitor comfort because almost no consideration is given to natural ventilation. With the current global push towards energy management, this paper reviewed passive environmental control practices, architectural design strategies, and discusses the adaptation of double skin façade with jali screens, and the notion of smart materials, which can satisfy the range of requirements for the long-term safety of artefacts and levels of human comfort in buildings in hot-humid tropical climate, without mechanical HVAC systems. This review would inspire more discussions on passive, energy efficient, smart and climate responsible popular architecture, challenging current thinking on the impact of the more accepted representative architecture.