• Title/Summary/Keyword: Media Exhibition Content

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Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • 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.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

A Study on Attribute of Water and Exhibition Composition - Focused on Four-major River Water Culture Pavilion in Korea - (물의 속성과 전시연출에 관한 연구 - 4대강 물문화관을 중심으로 -)

  • Song, Hyeon-Ji;Kim, Nam-Hyo
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.355-362
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    • 2012
  • Water Culture Pavilion was constructed as a part of dam construction and Four-major rivers restoration projects, which have the purpose to prevent damage of natural disaster, localized heavy rain and drought, and has several functions; promotion, education and region culture community. Exhibition space in this culture pavilion should have the excellent connection of various media, contents, and exhibition space because of limited space. The purpose of this study is to analyze flows, continuation and connection of exhibit space with the perspectives of the attribute of water and to suggest various content things, technical, spatial types. This study targets Four-major rivers Water Culture Pavilion in Korea and suggests exhibition presentation methods as analyzing contents, media and constituent of exhibition space for each pavilion exhibition. The result of this study is as follows : First, the circulation is common expressed attribute of water in these four water culture pavilion. The reason is that there is a connection between Four-major rivers restoration projects and the physical attribute of water circulating the steps of evaporation, condensation and precipitation. Second, each pavilion presents circulative solid exhibit, circulative background exhibit, circulative reflective exhibit based on circulation. These three types of exhibition is related the floor separation. Third, each pavilion exhibit zone shows the most circulation, solid, background, reflexibility through educational contents and promoting contents by using graphic, video, sound media.

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An Analysis on the Relationship Between Exhibition Arrangement Types and Viewing Behaviors - Focusing on the Permanent Exhibition Halls at the National Science Museum - (전시배치방식 유형과 관람행동 상관성 분석 - 국립중앙과학관 상설전시관을 중심으로 -)

  • Lim, Che-Zinn;Hong, Su-Mi
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.150-157
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    • 2006
  • Founded on a close relationship between exhibition scenarios and media, this study was conducted 1) to establish exhibition arrangement types by using three analytical indicators, such as arrangement types of exhibition, groupings of similar exhibition media, and exhibition density; and 2) to demonstrate the importance of considering the characteristics of exhibition arrangement types by using viewing behavior codes as a major analytical indicator. The following three types were investigated in this research: First, the Independent type (Type C) was found to be strongly influenced by architectural and spatial forms, especially by low exhibition density and high visual information. Also, compared with the Wall Dominant type, low number of viewing behavior codes and distribution was found even though there were high correlations among viewing behavior codes. This is assumed to be due to low exhibition density. Second, the Wall Dominant type (Type A) was found to be not influenced by architectural and spatial forms. This is because space is planned and restructured centering on the wall type showcases. At the planning stage of exhibition, it is easy to divide or combine space according to the contents and structure of exhibition scenarios. Compared with the Independent type, low correlations were found among viewing behavior codes. This is due to low participation or manipulation exhibitions. However, this implies that more active viewing behaviors can be induced if appropriate exhibition techniques and arrangement methods are used for each exhibition content. Third, the Independent Dominant type (Type B) was found to confuse visitors in selecting routes by displaying too many exhibits at a limited space in a disorderly fashion. It failed to attract visitors to the main exhibition area, where a big space is formed in the center. Visitors were found to view exhibits that are arranged near the major traffic line.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.123-133
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    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

참관기/세계의 방송 및 애니메이션 제작자들 참여 '선진 트랜드 체험'

  • Eom, Tae-Pyeong
    • Digital Contents
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    • no.3 s.118
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    • pp.30-31
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    • 2003
  • 올해로 40회를 맞는 NATPE 2003 Conference and Exhibition이 미국 재즈의 본고장 뉴올리언즈에서 지난 1월 20일부터 23일까지 개최되었다. MIPTV, MIPCOM이 유럽을 중심으로 한 국제 프로그램 견본시장이라면 NATPE(넷피)는 미주 특히 미국을 중심으로 한 견본시장이며 "The Alliance of Media Content Professionals"을 표방하는 NATPE(National association of Television Program Executives)가 주관하는 TV Business network과 Syndication중심의 세계적 미디어 비지니스 이벤트이다.

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A Study on the Characteristics of Methods for Experiencing Contents and Network Technologies in the Exhibition space applied with Location Based Service - Focus on T.um as the Public Exhibition Center for a Telecommunication Company - (위치기반서비스(LBS) 적용 전시관의 콘텐츠 체험방식과 기술특성에 관한 연구 - 이동통신 기업홍보관 티움(T.um)을 중심으로 -)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.173-181
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    • 2010
  • Opened on November 2008, as the public exhibition center of a telecommunication company, T.um is dedicated for delivering the future ubiquitous technologies and business vision of the company leading domestic mobile communication business to the global expected clients and business partners. Since the public opening, not only over 18,000 audiences in 112 nations have been visiting T.um, but also the public media have been releasing news regarding the ubiquitous museum constantly. By the reasons, T.um is regarded as a successful case for public exhibition centers. The most distinguished quality of the museum is established by the Location Based Service technology in the initial construction stage. A visitor in anyplace of T.um can be detected by digital devices equipped GPS systems. The LBS system in T.um allows visitors to get the information of relevant technologies as well as the process of how to operating each content at his own spots by smart phone of which wireless network systems make it possible. This study is focusing on analyzing and defining the T.um special qualities in terms of technologies to provide the basic data for following exhibition space projects based on LBS. The special method of experiencing contents can be designed by utilizing the network system applied to T.um in the planning stage.