Kim, Da Sol;Jo, Young Hoon;Huh, Il Kwon;Byun, Sung Moon
Journal of Conservation Science
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v.38
no.1
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pp.55-63
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2022
The Bigyeokjincheolloe (bomb shell), a scientific cultural heritage, has outstanding historical value for sustaining a gunpowder weapon of Joseon. In this study, the bomb shell was modeled through three-dimensional (3D) scanning centered on the external shape and 𝛾-ray radiography-based on the internal shape. In particular, to improve the contrast in the radiographic image, optimization and image processing were performed. After these processes, the thickness of the inner wall (2.5 cm on average) and the positions of the three mold chaplets were clearly revealed. For exhibition purposes, the 3D model of the bomb shell was output to a 3D printer and the output was rendered realistic by coloring. In addition, the internal functional elements, such as Mokgok, fuse, mud, gunpowder, and caltrops, were reproduced through handwork. The results will contribute to the study of digital heritages in two ways. First, the internal and external shapes of the bomb shell were modeled by fusing two different technologies, namely, 3D scanning and 𝛾-ray radiography. Second, the internal shape of the bomb shell was constructed from the original form data and the reproduction was utilized for museum exhibitions. The developed modeling approach will greatly expand the scope of museum exhibitions, from those centered on historical content to those centered on scientific content.
Journal of The Korean Association For Science Education
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v.36
no.2
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pp.191-202
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2016
In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.
Journal of the Korean Society of Earth Science Education
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v.12
no.3
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pp.274-290
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2019
In order for the science museum to play a role as a foundation for strengthening the national creative capability, which is the core of the advanced national development paradigm, it is important to gather the capacities of the nation's science museums and establish a platform to cooperate in a shared value system. Science museum is an independent operating system, and there is a lack of strong connections among national, public and private science museums. The existing integrated collaboration system of science museums-centered can be studied first and promoted to develop programs for the free school year according to a specific topic. The same system of science museum-inclusion which link local cultural institutions or cultural places as science culture program were also studied to do the same purpose. On the basis of problems drawn from studies of integrated collaboration systems of each participating science museum, we proposed a convergence integrated collaboration systems of science museum-centered and science museum-inclusion. To this end, data were collected from practitioners of 7 representing science museums including 5 national ones. In order to suggest improvements, we also contacted five international science museums to collect the exemplary cases. Considering the regional characteristics, science museum-inclusion integrated collaboration systems considering the cultural characteristics and the science museum-centered integrated collaboration systems for free school semesters, were developed and tried by practitioners who participated in this research. It was found that integrated collaboration system can be more activated for the community. This suggests that support from the national level or at the level of regional autonomy is essential and the connection with the curriculum is necessary for the integrated collaboration system program. Finally, professional experts such as program development or commentator can be a decisive role.
This study examined methodologies for establishing a customer experience-focused innovation strategy, which is essential to transforming existing collection and preservation-oriented museum service into a visitor-oriented service. To this end, a review of studies examining good customer experience and bad customer experience was conducted, focusing on change in museum environments and customer experience from the service science and customer experience management perspectives. Research was conducted to present and prove. Implementing a customer experience-oriented innovation strategy in a museum requires exploring the various approaches that can be used to reach the target state from the present state, focusing on the customer, and selecting the most appropriate transformation plan. This study found that effective approaches are distinguished by the fact that they generate positive emotions in customers and use customer experience data to make important decisions regarding the establishment of practical resources in museums. This innovation model was developed and validated by analyzing how it differed from existing evaluation methods. Finally, a regression analysis using the customer experience measurement procedure, customer experience diagnosis/evaluation, customer experience innovation strategy, and museum performance as variables revealed a significant causal relationship.
TGT (teams-games-tournaments) cooperative learning is suggested as a method which enables both the individualized teaching-learning and the small group learning in students-centered open education. This study investigated the instructional effects of the pre-learning program applied by ICT-based TGT cooperative module for science museum excursion regarding of the earth and the moon on the science related attitude according to gender difference in elementary school science class. Three classes of third graders (N=87) at a elementary school were randomly assigned to the ICT-based TGT cooperative learning group, the ICT learning group, and traditional learning group. The students were taught about the planning of exploring the moon in the chapter of the earth and the moon, for 1 class hour. Prior to the instructions, the TOSRA(test of science related attitude) and achievement test were administered. Two-way ANCOVA results revealed that the scores of the ICT-based TGT cooperative learning group were significantly higher than the other learning groups for most of the TOSRA scales. However, there was a little significant difference among the three groups in the three distinct scales of TOSRA, Normality of Scientists, Leisure Interest in Science, and Career Interest in Science. Advantage/disadvantage and usefulness of ICT-based TGT cooperative learning were also discussed.
This paper demonstrates the possible nondestructive analysis of iron artifacts' metallurgical characteristics using neutron imaging. Ancient kingdoms of the Korean Peninsula used a direct smelting process for ore smelting and iron bloom production; however, the use of iron blooms was difficult because of their low strength and purity. For reinforcement, iron ingots were produced through refining and forge welding, which then underwent various processes to create different iron goods. To demonstrate the potential analysis using neutron imaging, while ensuring artifacts' safety, a sand iron ingot (SI-I) produced using ancient traditional iron making techniques and a sand iron knife (SI-K) made of SI-I were selected. SI-I was cut into 9 cm2, whereas the entirety of SI-K was preserved for analysis. SI-I was found to have an average grain size of 3 ㎛, with observed α-Fe (ferrite) and pearlite with a body-centered cubic (BCC) lattice structure. SI-K had a grain size of 1-3 ㎛, α-Ferrite on its backside, and martensite with a body-centered tetragonal (BCT) structure on its blade. Results show that the sample's metallurgical characteristics can be identified through neutron imaging only, without losing any part of the valuable artifacts, indicating applicability to cultural artifacts requiring complete preservation.
Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
Journal of Conservation Science
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v.37
no.4
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pp.362-369
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2021
In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.
The purpose of this study is to develop a program that enables students to participate in various experiential learning places in order to provide various experiences to students for solve the problem of prejudice to specific places such as science museum, zoo and botanical garden. For this purpose, the surveys were conducted about experiential places and awareness of experiential learning. 88 elementary school teachers participated in the survey. As a result, they were positive about the use of experiential learning in elementary science instruction, but there were responses that a lot of preparations for the progress and efforts were needed. Therefore, if instructional materials and teaching materials for experiential learning are given, it is confirmed that the intention of using is increased. And the results were analyzed and the experiential sites were categorized into 12 types. We could present basic data that can diversify not only the science museum but also science related experiential places. We developed a learning program related to 'The Liquid and Gas' unit of the third grade, And 'Life unit of Plant' unit of the third $4^{th}$ grade. Through this study, we intend to help science experiential learning to be activated and student - centered experiential learning to be realized.
In the early 20th century, the efforts for design standards for industry and the new aesthetic of Functionalism began from the Deutcher Werkbund, an English German Association of Craftsmen. In the similar vein, the Bauhaus, founded in 1919 at Weimar, provided the definition of Good Design, as a contemporary concept, that combines art with technology. From 1950 to 1955, the modern usage of the term 'Good Design' was derived from a series of exhibitions and consumer education programs conducted by the MOMA(Museum of Modern Art, New York). The mission was to bring modern design to the attention of the general public. From the second half of the 20th century, many specialists in different areas, such as designers, manufacturers, enterprises, and scholars, began to give various definitions of 'Good Design'. That's why it could be interpreted and applied to unique and various methods by them. Meanwhile, Rams and Norman argued that the Good Design has to be not only considered within function, aesthetic, technology, etc, but also interpreted from both the physical and psychological point of views. Accordingly, this study tried to find out the historical investigation and the definition of Good Design in detail, and to figure out that the user-centered design from both physical and psychological approaches is eventually synonymous to 'Good Design'.
During the 1960-1970s, a group of ceramic conservation scientists and ceramic historians in South Korea came together and established their own disciplines. While the two disciplines share the same ceramics as the subjects of their research, there has been little interaction between the two as their research outputs are articulated in remarkably different languages. This paper aims to address the following questions by using a case study that focuses on the research on white porcelains centered on the project of Gyeonggi Museum and a series of studies conducted by one of the museum's project research teams. First, what are the characteristics of and differences between the explanation styles of the two disciplines that share the same research subjects of ceramics? Second, why has the communication between the two disciplines become difficult? Third, if there can be a trading zone wherein the two disciplines would be able to communicate again, what would be its epistemic conditions? The focus of this paper is the relationship between scientific data and ordinary language, which the two disciplines have shared from their inception. By analyzing the relationship, I first argue that, as the analytical techniques of conservation science have become more developed, conservation science's data have gradually lost its relevance in ceramic history, in spite of a shared common language between them; Second, I argue that by recovering the import of shared language again, the scientific data can be placed in a different practical context, providing novel interpretations that are relevant and often consequential to ceramic history.
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