• 제목/요약/키워드: 테마

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Possibilities and Limitations of Virtual Reality Based Content - Focused on the Theme Park (가상현실 기반 콘텐츠의 가능성과 한계 - 테마파크를 중심으로)

  • Kim, Ki-Jeong;Han, Ho-Seong
    • Journal of Digital Convergence
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    • 제15권5호
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    • pp.373-380
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    • 2017
  • Recently, virtual reality contents are being experimented and introduced in various fields such as game, education, medical, exhibition, movie, SNS. However, research on virtual reality is mainly focused on industrial and technological perspectives, so contents-centric or contents-oriented research is on virtual reality is very rare. In order to prepare for the future of virtual reality properly, content-oriented research is very much needed. The purpose of this study is to investigate the types, characteristics, and possibilities of virtual reality contents applied to theme parks. For this purpose, we tried to classify the contents type of virtual reality based theme park. The criteria of type classification are divided into 'fixed type', 'continuous moving type', and 'segmented moving type' according to the player's position movement possibility and movement type, here we combine the senses such as tactile, taste, smell, balance etc.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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According to Sign Design of the Theme Park User Experience Research -Mainly with Analysis on 'Lotte-World' and 'Ever-Land'- (테마파크 사인 디자인의 사용자 경험 연구 -롯데월드와 에버랜드를 중심으로-)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • 제15권7호
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    • pp.401-406
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    • 2017
  • This study compares and analyzes the users' perspectives based on Sign Design, focusing on Lotte World and Ever-Land, which are representative theme parks, There is a purpose. Consider various design elements of sign design. And how they affect the user experience. First, theoretical backgrounds of theme park and sign design were examined through literature review, and the elements of sign design were compared and analyzed. Secondly, the questionnaire was reconstructed based on Peter Morville's Honeycomb Model. As a result, it was necessary to improve the accessibility and location of sign design. Based on this study, I hope that it will be used as a reference material to improve the user experience according to sign design in the future.

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제22권12호
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
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    • 제20권2호
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    • pp.75-90
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    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

Development of Web-based Virtual Theme Park Using X3D Components and Profiles (X3D 컴포넌트와 프로파일을 이용한 웹 기반 가상테마 파크의 구축)

  • Cho Seung-Il;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.576-579
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    • 2005
  • As the tools for constructing the cyber world such as virtual theme park on the web, QuickTime VR for 2D panorama Images and VRML for 3D modeling have been used for years. QuickTime VR had some weak points, which were the distortion of images and the difficulties of operating objects vividly and navigating effectively. VRML, though it was able to support various 3D elements to users, was not able to be approached easily by users because of the difficulties for providing viewer. Therefore, in this thesis, we will make it easy for users to approach the contents on the web, offering the concept of X3D components, and profiles and will construct the highly marketable 3D cyber world.

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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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    • 제24권2호
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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.

The Functional Role of Theme Music in the Crime Movie 「Double Indemnity」 (범죄영화 「이중배상(Double Indemnity)」속 테마음악의 기능적 역할)

  • Choi, Eumi;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • 제15권3호
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    • pp.48-56
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    • 2015
  • The film music in the 1940s is characteristic of its functional role of afterward crime movie and for expressed theme of scene to causing tension by encompassing the situational description of the scenes as well as psychological struggles of characters within the realm of musical techniques. This study demonstrates the process of change of theme music that expresses time-dependent plot development in Double Indemnity in which Miklos Rozsa participated as a music director and the result verifies the hypothesis that stimulate the senses and induces increased for the absorbed in the scene musical elements can be adopted as a symbolic means to emotions in movies.

하천개발에 적용되는 스토리텔링 자원에 관한 연구

  • Park, Ki-Bum;Lee, Hyo-Jin;Kwon, Oh-Jong;Kim, Sung-Won
    • Proceedings of the Korea Water Resources Association Conference
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    • 한국수자원학회 2012년도 학술발표회
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    • pp.755-758
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    • 2012
  • 최근 들어 하천개발에 있어 치수적인 개발중심에서 친수적, 환경적인 중심으로 개발이 본격적으로 진행되고 있다. 친수적이고 환경적인 하천의 개발에 있어 도입되는 하천개발은 하천의 치수, 이수, 생태기능과 지역의 문화, 역사를 연계한 다기능 하천개발사업으로 진행되고 있다. 이러한 하천개발이 주로 이루어지는 공간은 둔치공간으로 다양한 스토리텔링의 개발을 통하여 보다 적극적으로 사람이 이용할 수 있는 방향으로 유도되고 있다. 최근의 스토리텔링의 주요 소재는 지역의 문화, 역사, 전통, 설화 등으로 시간적으로 과거의 시간에 초점을 맞추고 있다. 그러나 좀 더 다양한 스토리텔링의 개발 방향으로 동화, 에듀테인먼트, 테마파크, 놀이터 등의 개념을 접목시켜 놀이공간으로서의 제공이 필요하다. 이러한 스토리텔링을 전개하기 위해서는 소재와 시간이 현대적으로 또는 미래지향적으로 확대할 필요가 있다. 하천구간을 동화의 주요장면을 체험하는 공간으로 구성하여 스토리를 따라서 산책하며 체험을 통해 한 권의 동화의 주인공이 된 듯한 체험을 가지게 하는 방법, 다양한 하천에 설치 가능한 놀이시설을 배치하여 교육과 접목시켜 어린아이들에게 놀이를 통해 지식을 얻게 하는 방법, 캐릭터를 중심으로 전개하는 방법 등 다양한 시공간을 초월하는 구성이 가능할 것으로 본다. 따라서, 본 연구에서는 다양한 하천개발의 스토리텔링의 자원을 개발하기 위해 놀이터개념, 에듀테인먼트 개념, 테마파크 개념, 동화개념 등을 부분적 혹은 전체적으로 접목시킬 수 있는 방안을 연구하였다.

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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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    • 한국정보통신학회 2014년도 추계학술대회
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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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