• Title/Summary/Keyword: 테마디자인

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A Study on Contents Design for Theme Park related Experience - Focusing on Developing VR-Scenario of Photo-Point (테마파크 연계 체험 컨텐츠 디자인 연구 - 포토포인트 개발 VR 시나리오를 중심으로)

  • Kim, Tae-Kyun;Hong, Suk-Ki
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.613-618
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    • 2006
  • 테마파크는 현대 사회와 복잡함 속에서의 현실 탈피와 참여로써 자기 성취를 구현하는 현대적 개념의 종합위락시설로 모든 계층의 사람들이 즐길 수 있는 창조적 유희공원의 일반적 특징을 갖고 있다. 테마파크를 공간, 주제, 유형에 의해 분류해 볼 때 산업적 성공 가능성이 많은 것으로는 공간-실내, 주제-캐릭터, 유형-쇼핑으로 현재 일본의 산리오 퓨로랜드나 국내 일산의 헤이리 딸기파크가 그 사례이다. 본 연구에서는 실내캐릭터쇼핑파크의 사용자 분석을 통하여 온 오프라인 체험 컨텐츠의 가능성을 발견하고, 이를 VR 시뮬레이션 시나리오로 제안하였다. 방법으로는 헤이리 딸기파크에서 5 그룹, 9 개 구역을 필드리서치 하여 체험 시나리오 개발을 위한 의미 있는 단서를 발견하였으며, 이를 토대로 시나리오 기법을 활용하여 7 구역 14 개 시안을 도출하였다. 최종 구체적 사례로 포토포인트 시나리오를 설정하여 오프라인 연계 VR 시나리오를 이용한 구축 사례를 통해 제시하였다. 컨텐츠 개발의 제안을 중심으로 연구 범위를 디자인 사례의 제안으로 제한하였으며, 이는 향후 온 오프라인 연계 테마파크의 구체적 컨텐츠 개발의 활용을 목적으로 디자인되었고, 공간의 실제적 검증을 위한 Web-VR 시뮬레이션 기법의 검토에 도움을 줄 것으로 판단된다.

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A Development of Amusement park Game using Virtual Reality (가상현실을 이용한 놀이공원 게임 개발)

  • Lee, Jeong Min;Park, So Ri;Yoon, Dong Won;Lee, Jong Moo;Kim, Sung Soo;Suh, Dong hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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Study on Public Design Development Plan for Traditional Culture Transmission Zone -With Focus on Public Design for Gwangju Metropolitan City Daechon-dong Theme Park- (전통문화 전승지구 공공디자인 발전 방안에 관한 연구 -광주광역시 대촌동 테마파크 공공디자인을 중심으로-)

  • Hwang, Yoo-Soon;Lim, Chae-Hyong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.43-56
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    • 2015
  • Amidst various efforts which have been made to revive a city, the potential discovery related to the development of public design based on copious cultural heritages is extremely significant. Therefore, in this study, qualitative researches were conducted based on bibliographic data and image materials centered on public design of Theme Park in Daechon-dong, Gwangju Metropolitan City. The case studies verifying the identity of Korean public design through countless numbers of research materials. However, it's necessary to pay attention to a common fact because it's essential to find the national legitimacy and regional identity by tiding over problems in standardized urban development through well-designed development plan for history, living and economy bloc among the regional traditional cultural assets while rejecting the meaning in an excessively broad sense. The spaces assigned with significance are cultural contents embedded with cultural original form of the region and there is room for creative development in order to generate city brand value and to activate the space. This study is significant in that the spatial interpretation of Daechon-dong's Theme Park and the methodology of semiotic spatial planning can not only be applied but also in that this study has demonstrated positive effects on space.

Specialty of customer to be expected when cultural theme park is constructed in Pusan (부산지역 역사ㆍ문화테마파크 조성을 위한 예상고객성향 기초조사연구)

  • 최승복
    • Archives of design research
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    • v.16 no.4
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    • pp.463-470
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    • 2003
  • It is a matter of fact that Pusan, doesn't have enough systematic history and culture, has face on very difficult situation. A competative and fashionate tourist theme park need to be constructed to develop their historical theme park, and to make own culture which is related to Pusan' tradition. The subject of this study is to suggest the basic knowledge about specialty of customer to be expected when cultural theme park is built up. The questionare to customer is consist of the propensity of lesure, the use of similar facility, the type of theme park, and inclination of visitation to forign and domestic tourist.

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A Study on the Symbolic Regional Themes and its Expression Methods for Place Marketing - Focused on the Theme Museums of Japan - (장소 마케팅을 위한 지역 상징적 테마와 이미지 표현 기법에 관한 연구 - 일본 테마전시관 사례를 중심으로 -)

  • 박혜경;김정재
    • Archives of design research
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    • v.16 no.4
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    • pp.267-276
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    • 2003
  • In these days, each local administrative organizations and residents have made constant efforts to achieve unique regional identity and its publicity as a strategy for 'Place Marketing'. Developing a proper symbolic regional theme for the area can bring the economic and cultural vitality to the local areas. The purpose of this study is to investigate and to analyze the contents of theme and expression methods of local theme museums of Japan for last 20years. The types of regional themes appeared as 'Physical' part like topography/ecology, relics and manmade facilities, and 'Social & Cultural' part like industry, culture, people or historic events. The cases of expression methods such as Representation, Metaphor, Symbol and Metonymy could be also found. There was an increasing tendency applying and expressing the symbolic regional theme more impressively as the time passed.

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An analysis study of the guest room design characteristics in the themed hotel - An Analysis Study Focusing on Domestic and Foreign Themed Hotels from Year 2005 until Current - (테마호텔의 객실 디자인 특성에 관한 연구 - 2005년 이후 국내외 테마호텔 사례 분석을 중심으로 -)

  • Xiao, Qi;Hong, Kwan-Seon
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.3-10
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    • 2015
  • Themed hotels is a new form of hotel development that is rising at home and abroad. In the hospitality industry has a leading position. And The design of the themed hotel is different from tradition as hotel as it more innovative. People are attracted to themed hotel for its' unique interior design especially the guest room. For the sake of promoting the themed hotel's running better, guest room design characteristics can't be neglected. Therefore, this paper will analyze the characteristics of the guest's room design in the themed hotel. This paper initially narrates the concept, features and current situation, and then makes an analysis about the types of theme hotels in combination with examples. Secondly, through the thesis analysis of prior research, key words, hybridity, interactions, symbolic, diversity and regionalism about features of rooms in theme hotel are given. Finally, examples about theme hotels at home and abroad opened after 2005 are taken as the center, through which features of rooms in each theme hotel are analyzed. By the analysis of conclusion, basic current situation of rooms in theme hotels is given. The findings of this research will provide a reference to design the guest's room of the themed hotel.

A Study on Expression of Virtual Reality Space in Planning Urban Theme Park (도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구)

  • 최성은;윤재은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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The study on the number of customer to be estimated when cultural theme park is constructed in Busan (부산지역 역사ㆍ문화 테마파크 조성을 위한 내ㆍ외래 관광객의 수요추정 기초조사연구)

  • 최승복;오세두
    • Archives of design research
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    • v.17 no.2
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    • pp.33-42
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    • 2004
  • It is a matter of fact that Susan, doesn't have enough systematic history and culture, has face on very difficult situation. A competitive and fashionable tourist theme park need to be constructed to develop their historical theme park, and to make own culture which is related to Busan' tradition. The subject of this study is to suggest the basic knowledge about number of customer to be estimated When cultural theme park is built up. The questionaries to customer is consist of the propensity of leasure, the use of similar facility, the type of theme park, and inclination of visitation to foreign and domestic tourist.

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Typological Approach of the Theme Park-Style Museum to the Application of Attraction Elements - Focused on Specialized Museums Inside and Outside of Korea - (어트랙션의 요소를 적용한 테마파크형 뮤지엄의 유형분석 - 국내.외의 테마박물관을 중심으로 -)

  • Kwon, Soon-Kwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.172-180
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    • 2007
  • Today, games, movies and amusements are the occupation of museums. This study will investigate the current trend of the theme park-style museum, the alternative space of the 21th centuty. Theme parks have moved beyond the concept of park, and they have application in commercial space, medical space, educational space and other areas, even exhibition space in an advanced country. This study researches into the characteristics of the theme park and museum, and how the style of the theme park-style museum is created. Its aim is to analyze the character of theme Park-style museum through case study with a focus on style. The theme park-style museum is an exhibition space with an emphasis on the characteristics of a theme park. The style of a theme park-style museum can be divided into ride-type, food-type, character-type and landscape-type attractions. Attractions are an important element of theme park-style museum. We recognize the new paradigm of museum in the theme park-style museum, but need to propose a method that will apply attraction elements to an exhibition space. The theme park-style museum will continually evolve with new attractions, and it is recommended that museums plan today for these changes.