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    박물관 모바일 안내 프로그램 연구 : 사물인터넷 기술과 게임화 이론의 활용 = A study of Mobile Guide Program for Museum : Application of IoT Technology and Gamification Theory

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    https://www.riss.kr/link?id=T13547862

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    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
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    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

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    목차 (Table of Contents)

    • 목 차
    • 제 1장. 서론 1
    • 1. 연구 필요성 및 목적 1
    • 1.1 연구 필요성 1
    • 목 차
    • 제 1장. 서론 1
    • 1. 연구 필요성 및 목적 1
    • 1.1 연구 필요성 1
    • 1.2 연구 목적 3
    • 2. 연구 방법 및 범위 5
    • 2.1 연구 방법 5
    • 2.2 연구 범위 5
    • 제 2장. 박물관 안내 프로그램의 개념과 패러다임 변화 7
    • 1. 박물관 전시해설의 역사와 관람행태 변화 7
    • 1.1 전시와 전시해설 7
    • 1.2 관람객의 관람 행태 변화 10
    • 1.3 전시해설매체 13
    • 2. 박물관의 서비스 활동으로서 안내 프로그램의 역할 19
    • 3. 모바일 환경에 따른 안내 프로그램의 패러다임 변화 21
    • 4. 박물관 모바일 안내 프로그램의 특징 23
    • 4.1 물리공간과 디지털공간의 융합 24
    • 4.2 연계정보에 대한 선택적 검색 25
    • 4.3 인터페이스 용이성에 따른 참여 유도 25
    • 4.4 가상체험의 강화와 확장 26
    • 제 3장. 박물관 모바일안내 프로그램 사례조사 및 분석 27
    • 1. 사례 선정기준 27
    • 2. 사례조사 방법 28
    • 3. 사례 조사 29
    • 3.1 서대문자연사박물관 ‘모바일 AR 체험’ 29
    • 3.2 한성백제박물관 ‘u-전시안내’ 31
    • 3.3 국립과천과학관 ‘과천과학탐방’ 33
    • 3.4 런던박물관, ‘NFC 런던박물관, Street Museum, Lodinium’ 35
    • 4. 사례분석 및 시사점 40
    • 제 4장. 박물관 모바일 안내 프로그램 개선방안 43
    • 1. 차세대 박물관 모바일 안내 프로그램에 대한 전제 43
    • 2. 사물인터넷 기술과 게임화 이론을 활용한 모바일 안내 프로그램의 적용 가능성 46
    • 2.1 사물인터넷 기술과 게임화 이론의 적용 문제 46
    • 2.2 사물인터넷 기술과 게임화 이론을 활용한 사례 51
    • 3. 박물관 모바일 안내 프로그램을 위한 사물인터넷 기술과 게임화 이론의 구성 방식 57
    • 3.1 유형별 게임 모드 개발 57
    • 3.2 박물관 전시공간에 적합한 사물인터넷 환경 구축 58
    • 3.3 최적화 게임의 기본설계 60
    • 3.4 모바일 안내 프로그램의 적용 프로세스 및 방안 제시 63
    • 제 5장. 결론 및 제언 70
    • Abstract 72
    • 참고 문헌 74
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