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논문 기본 정보

자료유형
학술저널
저자정보
라스스 (가톨릭대학교) 이진우 (가톨릭대학교)
저널정보
한국기초조형학회 기초조형학연구 기초조형학연구 제24권 제6호
발행연도
2023.12
수록면
157 - 170 (14page)

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초록· 키워드

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The purpose of this research is to gain a conceptual understanding of the way in which digital museums remediate visitor experiences in offline museums. To accomplish such aim, we considered the offline museum as a medium and specified how the digital museum - the relatively new media - follows and reforms the visitor experience in that medium. To do so, a theoretical background was established through a critical examination of the conception of remediation discussing transition of media and the theory of experience economy based on consideration of museum visitors'' experience. Then, we considered a qualitative case study as a research method of this paper with exploring the ‘digital palace museum’ provided by the Beijing Palace Museum. Among the programs in the digital museum, in particular, we collected data about <Digital Dabao Pavilion>, <Pocket Palace Master>, and <Yunyou Palace> through purposeful sampling with a direct observation and document review of secondary data. The collected data was analyzed based on the discussion of immediacy and hypermediacy, which are the dual logics of remediation, and focused on understanding the four types of experiences in the experience economy. As a result of the analysis, the visual style that embodies immediacy within the <digital palace museum> contributes to users forgetting that they are facing media, causing escapist, educational, and aesthetic experiences. In addition, in terms of hypermediacy, the interface elements that allow users to share the experience of the platform provide users with a sense of reflection on the medium and contribute to the formation of an entertainment experience. The results of this analysis have academic significance in that they have laid the foundation for a multidimensional understanding of the user experience of digital museums, where prior research has been insufficient.

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