• Title/Summary/Keyword: Village museum

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A Study on the Storytelling Method of Muesom Byeolli Literature Museum to Enhance the Placeness (장소성 강화를 위한 무섬별리문학관 공간스토리텔링 방안 연구)

  • Lee, Kyungsuk;Kwon, Gichang
    • 지역과문화
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    • v.6 no.1
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    • pp.29-56
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    • 2019
  • The purpose of this study is to tell stories about the space of the Museom village as the Museom Byeolli Literature Museum, to recognize the importance of the local literature museum and strengthening the position of the Museom Village. For this, we analyzed the current status of the Museom Village and examined its value and meaning. Based on this theoretical review and the analysis of the subject of the study, we constructedthe Byeolli Literature Museum and made it possible for visitors to feel placeness with the story related to Jihun Joe. For this, the museum consists of a space for lovers, a space for thought, a space for consideration, and a space for healing. The space is telling the story about love, village, dining table, amusement and has maximized the space of the village which is literature contents and the background of literature work. The museum is going to be a complex cultural space where nature, culture, and literature are combined to enhance the image of the region and raise brand value.

Development of Korean Folk Village in 1970s and its Historical Meaning (1970년대 '한국 민속촌' 건립 과정과 시대적 의미 고찰)

  • Kim, Ji-Hong;Jeon, Bong-Hee
    • Journal of the Korean housing association
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    • v.21 no.6
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    • pp.31-42
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    • 2010
  • Korean Folk Village was founded in 1974 as the first open-air museum in Korea. It consists of over one hundred traditional Korean houses and buildings. Most of structures in the Village were reproduced or newly constructed in traditional style. Some houses were used as craft shop and folklore performance. Preservation of vernacular architecture by the government began in the late 1960s in Korea. The development of the Village was initiated by the central government for the sake of attracting both the foreign and domestic tourists. Park Chung-hee administration focused on national culture to justify their dictatorship. The government drove a very rapid economic growth in the 1970s and Korean society was in the midst of modernization leaving many traditional landscapes behind in the memory. The Village was aimed to appeal the Korean people's nostalgia and at the same time to combine their folk into the modern nation.

The Activation Guideline of Rural District and Eco-museum whole Area are Museum (농촌활성화정책과 지역통째로 박물관, 에코뮤지엄)

  • Bang, Han-Young;Choi, Hyo-Seung
    • Journal of the Korean Institute of Rural Architecture
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    • v.4 no.3
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    • pp.39-52
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    • 2002
  • Some projects being in force by the Ministry of Government Administration & Home Affairs and the Ministry of Agriculture & Forestry for farm village area activation offers experience activity of various form to city dwellers, and to farm village inhabitants, affirmative effect is expected in aspect that activation becomes possible for a lot of visitors. But, to farm village(rural district) area activation that huge budget and effort carried out successfully, there are some items that specialist, administration and the persons concerned must inspect together now. First, to project for farm village area activation succeeds; leading participation of inhabitants should be premised. Second, that stagnated economy revives is as rightful result that appears in case farm village area activation effort succeeds. But, can drop more highlights like the value pursuit of life in case put success or failure of all businesses in income enlargement. Third, because inhabitant cultivates own in making process, the attachment and pride for area can be inculcated. Doing not become focus is set to economical logic to do, the heritage of area as well as history culture, must consider that apply eco-museum concept that magnify nature heritage and industry heritage. Fourth, actually the plan period given usually is too shortly than received huge budget. Furthermore, in case it carries out by desirable inhabitants leading type so. Project that not consider the period that is cost to the statement of inhabitants' active opinion and finding out a point of compromise may be hard to get desirable result.

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A Case Study of Museums by Experience in Japan (체험형 박물관의 일본 사례 조사연구)

  • Shin, Hye-Jeong;Bang, Han-Young;Choi, Hyo-Seung
    • Journal of the Korean Institute of Rural Architecture
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    • v.6 no.2
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    • pp.43-52
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    • 2004
  • The function and role of museum has changed focused on the experience program and visiter's participation in this time. In Comparison with Korean museums, like this visiter's personal experience has special effects through experience programs of museum in Japan. So, I researched cases of Japan and the survey on experience museum programs should summarized three characteristics as followings implied cultural desire about museum directly or indirectly. 1. Experience programs base on the rural community, identity, and tradition. 2. Boso village museum and Tokusima experience museum harmonized with out-space and institutions, prepare various programs, exhibition, and selling of collections. 3. Through experience programs classifying into visiter's experience at first hand and expert's rehearsal according to difficulty of the job, it is sufficient about visiter's demands.

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Image Making As a Planning/Design Principle: A Case Study of Andong Municipal Museum Complex (AMMC)

  • Lee, Do Young
    • Architectural research
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    • v.3 no.1
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    • pp.21-27
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    • 2001
  • This study addressing the underlying strategies for Andong municipal museum complex development is in timely view that Andong has obtained a worldwide reputation as a treasury of traditional Korean Confucian culture. Thus far, there has been a tendency that various local museums are proposed to meet architectural aspirations architects and users commonly hold. Overall, though, the major role they play in making overall city image has not been considered in a systematic manner. Based on Lee's (2001) two previous studies, this study summarized the utility of cognitive distance and cognitive map concepts, which are proposed by Kevin Lunch (1976) to evaluate city image, in planning Andong municipal museum complex (AMMC). Sample is stratified into city residents and outsiders, and also into the general public and design-related professionals to see if there is any group difference in constructing their mental image. Three major findings are obtained. First, familiarity, so-called the degree of knowing, is the function of the length of stay in a designated area. That is, the longer people stay in Andong, the more likely they are familiar with its overall environmental aspects. Second, mental proximity of Andong municipal museum complex relative to existing cultural landmarks is closely related to the degree of how people value those landmarks in terms of their significance. Dosan Seowon and Hahoe folk village are most highly valued, which means higher proximity. Third, functional diversity turned out to be the most important design dimension, while display mechanism are least valued. Cognitive simulations of this sort are meaningful in that projected composite image might be a rough first approximation of true public image.

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Rural Village Development Project Model on Target for Strengthening Culture of Place (장소의 문화화를 타겟으로 한 농촌마을 권역종합정비사업 모델 - 영천시 가상권역 사업을 중심으로 -)

  • Han, Sung-Mi;Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.19 no.1
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    • pp.165-177
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    • 2013
  • This study deals with rural village development project of Gasangri, Yeongcheon city area, based on the use of the cultural factors and strengthening them in study area. Unlike other cases of today's Korean rural village development projects, this plan keenly concerns not only for tourists but also for the village people. Since culture means the quality of life also, this project especially deals with 'community', 'well-being', and 'convenience' for the inhabitants. On the other hand, it attempts to connect with "Cyan Museum", which is the first grade art gallery remodelled from closed school, to make village of culturally abundant atmosphere. In result, seven sub-projects of the expansion of basic living foundation, and two improvement of landscape in area have planned. Among stereotype of rural development projects and similar programs of tourism, the project makes difference on targeting for the meaning and resource of place culture.

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
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    • v.8 no.3
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    • pp.1-25
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    • 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.

Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.