• Title/Summary/Keyword: Virtual Museum

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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
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    • v.11 no.2
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    • pp.44-52
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    • 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.

Review on the Educational Possibilities of The Virtual Museum as Online Learning Environments (온라인 학습환경으로서 가상박물관(Virtual Museum)의 가능성에 대한 탐구)

  • Kang, In-Ae;Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.458-470
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    • 2010
  • As digital technologies have strongly impacted the whole social aspects, so museum recently emerging as an alternative or supplementary learning environment to school, after active adoption to the technologies, gave birth to museum websites called 'Virtual Museums' which, then, result in enhancing the educational roles and functions of physical museum. In this context, this study aimed to review the process of how virtual museum has been developed in terms of its educational roles and characteristics in accordance with the evolutionary development of web. Especially, the analysis of the status quo of the current virtual museums in both Korea and overseas presented specific aspects of the educational elements and roles embedded in virtual museum which have been emphasized in many related research and studies. The categories of the roles of the virtual museum, as a result, were classified into 'digital archive,' 'learning resources,' and 'communigy,' each of which were, then, further elaborated for its individual educational uses. Eventually this study purposed to expand the public awareness and knowledge of virtual museum as the alternative online learning environments needed in the 21st century.

Marketing for Real and Virtual Museums: A marketing Model to Explain Visitor Behavior in Real Museums and an Outlook on its Applicability to Virtual Museums

  • Terlutter, Ralf;Diehl, Sandra
    • Journal of Global Scholars of Marketing Science
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    • v.10
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    • pp.45-70
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    • 2002
  • The purpose of this study is to obtain more insight into the explanation and prognosis of consumer behavior in real and virtual museums. The analysis focuses on the influence of the museum environment on the museum patrons (rather than on the influence of the art objects). On the basis of the emotional approach to environmental psychology by Mehrabian and Russell (1974), a behavior model has been developed for museums. The model, which is based on the emotional variables pleasure, arousal and dominance (PAD), is also enhanced by cognitive variabies (learning attractiveness, education standard and information demand). The enhancement of the classical model was necessary because cognitive variables play a major role in cultural institutions such as museums: One important objective of museums is the communication of cultural knowledge to visitors. The model is tested empirically using structural equation modeling. 301 visitors were interviewed individually. Two different museum environments were represented using visual stimuli. The theoretical model for museums can be proved empirically. The degree to which the model fits the empirical data was extensively tested. The model showed high compatibility with the data and could be accepted. The study proves that a model can be developed, which explains visitor behavior in museums. The model shows museum designers how museums should be designed to be both emotionally appealing and a learning environment. Based on empirical studies in virtual stores on the Internet, it is discussed whether the research findings in these environments may be applied to virtual museum environments. In order to create an emotionally appealing virtual museum, it is recommended that one uses a 3-dimensional representation to offer various possibilities for interaction and to create a multi-sensual environment that appears highly realistic.

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Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

A Study on the Usability test and Space Syntax analysis in Web Museum (Museum Web 공간의 사용성 평가와 구조분석에 관한 연구)

  • 최성욱;황미영;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.99-104
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    • 2002
  • The main concept of this thesis is to research about how to express the interface element of the virtual museum on tile cyber space and how to evaluate its organization. In addition, the basis of this thesis is to help people build their efficient spaces on the current virtual museum. My understanding about the interface element and its structural evaluation is grounded on Usability evaluation and Syntax thesis. For the survey, I utilize two different methods. One is regular questionnaire; the other is heuristic evaluation which is derived from empirical study and practical experience. The survey is mainly composed of contents, design, usability and overall impression. The main concept of this research is to establish the initial foundation of the virtual museum on cyber space by suggesting an objective evolutional norm including esthetic orientation.

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A Study on the Virtual Reality-based Museums : Exhibition Characteristics and Possibilities of Utilization (가상현실 기반 박물관의 전시특성 및 활용 가능성 연구 -세컨드라이프 내 박물관을 중심으로)

  • Son, Hee-Joo;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.862-867
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    • 2009
  • The development of internet has changed the realm of life from off-line to on-line, causing not only the overall change in society but also urgently demanding change in the basic concept of museum. Virtual Museums have appeared in line with such changes, and they utilize space regardless of real time and space unlike the traditional museums that collected and preserved works for exhibition in physical space thereby playing a role of catalyst for exhibition in virtual space and for direct exchange with the public. Through relevant literatures and case studies, the present research particularly investigated the exhibition characteristics of virtual reality-based museums out of all types of cyber museum, in an effort to make a comparison with those of offline museums, and eventually to suggest a direction of virtual reality museums that would be established in the future and to consider the possibilities of utilizing them.

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Embodiment of virtual museum using integrated interactive medium (인터렉티브 미디어의 통합적 활용을 통한 가상 박물관의 구현)

  • Rue, In-Young;Song, Keun-Tae;Kim, Jae-Won;Ahn, Eun-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.97-102
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    • 2008
  • The present investigation is concerned with the embodiment of virtual museum offering effective interaction with user. In real museum, we mainly get text-based information and we can't operate ancient relics as well. Nowadays there are various information service system about untouchable articles in the museum on the WEB, but each medium presents rather individual and unilateral information than useful and integrated one. This paper aims at the embodiment of virtual museum makes up for the weak points of the previous services. This cyberspace provides user with free viewpoint and navigation utilities and additional information for the corresponding 3D relics effectively.

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Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).