Unlike the existing museums which have stressed knowledge deliveries and learning functions, the modern museums have various functions where people can enjoy the culture. With development of digital technologies, the guide programs for people using ...
Unlike the existing museums which have stressed knowledge deliveries and learning functions, the modern museums have various functions where people can enjoy the culture. With development of digital technologies, the guide programs for people using mobile phones attract attention in the museums.
The recent mobile guide programs make spectators think about something as well as stimulate their curiosity and educational interests. Although the existing museums have mobile guide programs, they have technological, functional, and storytelling limits. So it is needed to suggest the combined program for the physical spaces and the digital spaces to understand the space-contents-spectators comprehensively. Regardless of the exhibition areas of museum, it has been researched that it is possible to study contents through the spectators' voluntary participation through cases of use about the internet of things technology and cases of application about gamification theory.
It is needed to develop mobile guide programs including the aim of museums to deliver knowledge and learning functions by introducing the internet of things and the gamification theory. Also, it is needed to solve the desire of cultural consumption and interest of individuals.
The internet of things supporting this program is to introduce the technology of the internet of things for the exhibition areas of museum and construct two circumstances syntagmatically through networking, sensing, and the response technique. One is the physical circumstance and the other is the digital circumstance.
The gamification theory applied to this program makes the spectator participate in the program voluntarily and obtain knowledge. It should be designed for the activities of the museum to provide educational, social, and cultural functions for communities. The mobile guide program can be used moving the areas of exhibition by connecting the contents of museum. It can be called "the intelligent game". The games should be constructed for the spectator's intellectual curiosity. Also, as the meaning of the museum contents is delivered, it should be designed as a game for solving problems.
Keyword : Musuem Guide, Mobile Program, IoT Technology, Gamification Theory, spectator Trend