Generative Curation: Applying AIGC Technologies to Create Dynamic Foshan Lion Dance Learning Exhibitions for Art Students
Main Article Content
บทคัดย่อ
This study examines the use of Artificial Intelligence Generated Content (AIGC) in curating a dynamic learning exhibition of the Foshan Lion Dance as intangible cultural heritage for art students. Grounded in embodied cognition and constructivist learning theory, the study conceptualizes AIGC as a human-in-the-loop generative curation tool that supports participatory learning and cultural co-creation.
The research aims to: (1) explore how AIGC can be applied in immersive exhibition design for performance-based heritage; (2) evaluate its educational impact on student engagement, creativity, and cultural understanding; and (3) identify challenges related to cultural authenticity and ethical implementation. A qualitative case-study approach was adopted, based on student participation and thematic analysis of learning experiences.
The results indicate that AIGC-enhanced exhibitions improve cultural visualization, interactive engagement, and creative learning, while also increasing accessibility through adaptive and multimodal features. At the same time, limitations concerning authenticity control and long-term sustainability are identified. The study demonstrates that, when guided by appropriate learning theory and ethical frameworks, AIGC can function as both an educational medium and a cultural preservation strategy. It contributes to digital heritage and art education by proposing generative curation as a concise and applicable framework linking traditional performance heritage with contemporary learning environments.
Article Details

อนุญาตภายใต้เงื่อนไข Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
เนื้อหาและข้อมูลในบทความที่ลงตีพิมพ์ในวารสารศิลป์ปริทัศน์ ถือเป็นข้อคิดเห็นและความรับผิดชอบของผู้เขียนบทความโดยตรง ซึ่งกองบรรณาธิการวารสารไม่จำเป็นต้องเห็นด้วย หรือร่วมรับผิดชอบใดๆ
บทความ ข้อมูล เนื้อหา รูปภาพ ฯลฯ ที่ได้รับการตีพิมพ์ในวารสารศิลป์ปริทัศน์ถือเป็นลิขสิทธิ์ของวารสารศิลป์ปริทัศน์
เอกสารอ้างอิง
Avlonitou, C. C., Papadaki, E., & Apostolakis, A. (2025). A Human–AI Compass for Sustainable Art Museums: Navigating Opportunities and Challenges in Operations, Collections Management, and Visitor Engagement.
Beckett, L. (2024). World’s first AI art museum to explore “creative potential of machines” in LA. The Guardian. https://www.theguardian.com/us-news/2024/sep/25/ai-art-museum-los-angeles-dataland.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Cheng, A., Zhang, W., Feng, A., Wu, Y., & Li, W. (2025). Exploring psychological dimensions of augmented reality in education: a study on learning motivation and achievement in museums. Frontiers in Psychology, 16, 1514117.
Chrysanthi, A., Katifori, A., Vayanou, M., & Antoniou, A. (2021, June). Place-based digital storytelling. the interplay between narrative forms and the cultural heritage space. In International conference on emerging technologies and the digital transformation of museums and heritage sites (p. 127-138). Cham: Springer International Publishing.
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
Derda, I., & Predescu, D. (2025). Towards human-centric AI in museums: practitioners’ perspectives and technology acceptance of visitor-centered AI for value (co-) creation. Museum Management and Curatorship, 1-23.
Economou, M., & Meintani, E. (2011). Promising beginnings? Evaluating museum mobile phone apps. Museum Management and Curatorship, 26(4), 385-400. https://doi.org/10.1080/09647775.20 11.603927
Fawcett, J. (2025). Immersive art is much more than a digital light show. Financial Times. https://www.ft.com/content/5e3d986e-afc5-49d6-b783-489b94351a76.
Hooper-Greenhill, E. (2007). Museums and education: Purpose, pedagogy, performance. Routledge.
Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2021). Effects of virtual reality and augmented reality on visitor engagement and learning in cultural tourism. Tourism Management, 84, 104286.
Kallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. https://doi.org/10.1111/jan.13031
Khamis, H., Khairudin, M., Jantan, A. H., Roslan, N. A., & Abdullah, L. N. (2024). Systematic Review of Adapting Immersive Technology in Enhancing Teaching and Learning for Students in Higher Education. Journal of Advanced Research in Applied Sciences and Engineering Technology, 130-145.
Laurillard, D. (2012). Teaching as a design science: Building pedagogical patterns for learning and technology. Routledge.
Lei, L. (2025). The artificial intelligence technology for immersion experience and space design in museum exhibition. Scientific Reports, 15, Article 27317.
Ouyang, J., Ma, J., Peng, B., & Zhang, X. (2024). Research on the cultural experience of lion dance through tactile interactive devices: A case study of Foshan Ancestral Temple. Proceedings of the 2024 3rd International Conference on Comprehensive Art and Cultural Communication (CACC 2024), 137–146. Atlantis Press. https://doi.org/10.2991/978-2-38476-287-3_17
Qiu, L., Rahman, A. R. A., & Dolah, M. S. bin. (2024). Exploring the Evolution and Cultural Significance of Guangdong Lion Dance in Chinese Traditional Culture. International Journal of Academic Research in Business and Social Sciences, 14(2), 2131–2143
Rauhala, P. (2024). Exploring Three-Dimensional Technologies for Repatriation of Indigenous Cultural Heritage: The Case of the RUOKTOT Exhibition (Master's thesis, UiT Norges arktiske universitet).
Ray. (2024). Moreover, ACM research showcases how participatory AI systems co-created visions enable visitors to influence the narrative representation of cultural heritage, moving beyond passive consumption.
Romanelli, M. (2021). Becoming Social Museums by Being Virtual-Oriented and Technology-Driven Organisations. Culture. Society. Economy. Politics (Culture-SEP), 1(1).
Schwandt, T. A. (2015). The Sage dictionary of qualitative inquiry (4th ed.). SAGE Publications.
Spadoni, E., Porro, S., Bordegoni, M., Arosio, I., Barbalini, L., & Carulli, M. (2022). Augmented reality to engage visitors of science museums through interactive experiences. Heritage, 5(3), 1370-1394.
Suiçmez, İ. (2025). AI in museums. Smart Learning Environments, 12(1). https://slejournal.springe ropen.com.
UNESCO. (2003). Convention for the Safeguarding of the Intangible Cultural Heritage. https://ich.unesco.org.
Wang, Y., Liu, Q., Wei, X., & Fan, M. (2025). Facilitating daily practice in intangible cultural heritage through virtual reality: A case study of Traditional Chinese Flower Arrangement. Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI ’25). ACM. https://doi.org/10.1145 /3706598.3713409
Wolff, S. (2023). Illinois Holocaust Museum & Education Center has a more visceral experience. American Alliance of Museums. https://www.aam-us.org/2023/03/06/a-more-visceral-experience/.
Yang, R., Wei, Z., & Xian, L. (2025). Innovating China's Intangible Cultural Heritage with Deep Seek+ MidJourney: The Case of Yangliuqing theme Woodblock Prints. arXiv preprint arXiv:2506.14104.
Yap, J. (2017). The Art of Lion Dance (Vol. 1). Joey Yap Research Group.
Yu, Z. (2024). Innovating worship and craft: Youth engagement with Foshan lion dance heritage. NewsGD. https://www.newsgd.com/node_5c070fdd03/d60053d52f.shtml.
Zhang, L., Li, S., & Wang, X. (2024). Culture pedigree and digital expression in Foshan Lion Dance. PMR Journal. https://so09.tci-thaijo.org/index.php/PMR/article/download/6680/4111/34119.