• Title/Summary/Keyword: Amusement

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Kidult Fashion Design Inspired Amusement Park (놀이공원 테마를 활용한 키덜트(Kidult) 패션디자인)

  • Jia, Zhai;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.49-60
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    • 2014
  • Kidult trend has continued to influence diverse areas such as fashion, advertisement, interior, cosmetics, and so on in the modern age. As combined word of kid and adult, a Kidult is an adult who participates in youth culture and activities traditionally intended for children. This study intends to check out how the phenomenon of Kidult trend is exhibited in fashion area as well as to develop fashion design for kidult inspired by the images shown in an amusement park. The method of study is two-fold. One is a critical review of previous literature and the other is a development of fashion design based on it. The literature study is referred to books of fashion, books of trend and data collected through internet, and design results are presented using mainly quilting and knitting techniques. The results are as follows. Firstly, a kidult fashion was expressed playful and interesting by the sensibilities of kidults that hope to return to the innocence of childhood reminiscing about the good old days. Secondly, a characteristic of the fashion design for kidults is to display the innovative and diverse design with exaggerated expression and a broad spectrum of colors. One's own unique style can be developed through memories and fantasies from fairy tales in childhood. Thirdly, themes of amusement parks were an appropriate means to show the characteristics of the kidults. A variety of characters and buildings and shapes of the rides in the amusement parks were useful for the design motive targeting for the customers with the kidult characteristics and images of fashion and accessories design. Fourthly, inspired by the amusement parks, the work in this research has presented the new kidult styles designed as various forms combining inner feelings that seek distinctive and unique styles and amusement features.

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A Study on the Grotesque in Modern Fashion - Women's Fashion Collections since 2000 (현대패션에 나타난 그로테스크에 관한 연구: 2000년 이후 컬렉션을 중심으로)

  • Park, Sun Young;Kim, Jeong Mee
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.13-25
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    • 2014
  • The purpose of this study is to investigate the concept and characteristics of 'grotesque,' examine the aesthetic characteristics of grotesque reflected in arts and dress, and modern fashion. The findings are as follows: 1) Grotesque indicates unnatural, unpleasant, and exaggerated that it upsets or shocks person. The characteristics of grotesque include terror, abnormality, unreality, amusement, disgust. 2) The grotesque art represented terror, abnormality, unreality, amusement, disgust by disordered form, nonnatural things, evil world, unorthodox methods, unrealistic image, strange dreamland. 3) The grotesque dress represented terror, abnormality, unreality, amusement, disgust by exaggerated silhouette, exaggerated adornment, excessive decoration, incroyables, using exaggerated silhouette, crinoline silhouette, bustle silhouette, surrealist style, extraordinary materials, glam rock style, unique silhouette, cyber look. 3) Terror was implied in the punk look suits of Junya Watanabe, and exaggerated outers of Viktor & Rolf. Abnormality was shown in the atypical suit of John Galliano, Junya Watanabe's dress decorated with the extreme ruff, Thom Browne's suit of abnormal proportion. Unreality was reflected in the architectural dress of Gareth Pugh, Mermaid dress of Giles, the surreal suit of Jean-Charles de Castelbajac. Amusement was represented in the amusing suit of Gareth Pugh, John Galliano's dress of sexual perversion. Disgust was reflected in the decadent dress of Thierry Mugler, Undercove's suit, and the ensemble of shocking details.

Causality of Placeness Cognition by Using Structural Equation Modeling in Suseong Amusement Park (수성유원지 장소성 인식 요인 인과구조모형 분석)

  • Han, Jae-Gyeong;Eom, Boong-Hoon
    • Journal of Environmental Science International
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    • v.29 no.10
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    • pp.961-968
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    • 2020
  • This study aims to analyze the causality of placeness cognition which includes the place satisfaction, place attachment, place function, and behavioral intention of those who visit Suseong amusement park. A questionnaire survey was administered to 255 individuals who visited in Suseong amusement park. To conduct the analysis, six hypotheses were formulated and tested. While two hypotheses were statistically rejected, four hypotheses were accepted. First, place satisfaction was found to have a positive effect on place function (β=.577, p<0.001). Second, place attachment had a positive effect on behavioral intention (β=.450, p<0.001). Third, place function had a positive effect on behavioral intention (β=.247, p<0.05). Fourth, place function was found to have a positive effect on place attachment (β=.637, p<0.001). Unlike most existing research which has indicated that place satisfaction has a direct effect on behavioral intention this study suggests a that double mediating effect through place function and place attachment between place satisfaction and behavioral intention. In addition to increasing satisfaction through the environment of the Suseong Amusement Park, it is also necessary to improve the function of the place to ensure repeated visits from visitors.

The Clinical Characteristics of Amusement-park-related Injuries (경기도 지역의 일개 대형 놀이공원에서 발생한 환자를 통한 대형 놀이공원에서의 외상성 손상의 양상)

  • Lee, Jae Hyuk;Sim, Min Seob;Song, Hyoung Gon
    • Journal of Trauma and Injury
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    • v.22 no.1
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    • pp.103-107
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    • 2009
  • Purpose: There are no reports on amusement-park-related injuries in Korea. Thus, the objective of this study was to describe traumatic injury patterns that occurring in an amusement park. Methods: The medical records of an infirmary were retrospectively reviewed. From January 1, 2008, to December 31 2008, patients who were transferred to the nearest emergency departments of hospitals for the purpose of further test and treatment were enrolled. Demographics, injury types and involved parts of the body were analyzed. Results: A total of 3,608 patients visited an infirmary for traumatic injury and about two-thirds had soft issue injuries. Of those, 191 patients (5.3%) were transferred to the emergency department of a hospital. Of the patients who were transferred to a hospital, laceration and contusion were the responsible injuries for about half. Laceration was the most common injury in pediatric patients, and a sprain or a strain was the most common in adult patients. The most commonly injured parts of the body were the extremities in adult patients. However, in pediatric patients, injuries of the head, face and neck were similar to injuries of the extremities. Conclusion: Soft tissue injury was the most common amusement-park-related injury. Laceration was the most common reason to transfer a patient to a hospital. There were differences in injury type and injured part of the body between adult and pediatric patients.

A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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Comparison and Analysis of Domestic and Foreign Standard for electrical equipment installation of amusement park and ride (유원시설 전기설비 설치에 대한 국내외 규정 비교 분석)

  • Kim, Gi-Hyun;Kim, Chong-Min;Kim, Han-Sang
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.378-382
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    • 2004
  • This paper gives information which is applied to install the electrical equipment of amusement park and ride. For analyzing the standard of electrical equipment installation, we research the related regulation of National Electrical Code(2002), IEC 60364-series and Technical standards for Electrical facilities of internal standard. Among electrical equipments of amusement park and ride, especially we study the transformer vaults, overcurrent protection and ground protection of electrical equipment. So we the furnished the installation information of transformer vaults, overcurrent and ground protection at amusement park and ride.

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Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

A Study on the Preference and Introduction of the Outdoor Play Facilities for Children in a Metropolitan Area (대도시지역 어린이의 실외 놀이시설 선호와 시설도입에 관한 연구)

  • Kim, Gyeong-Su;Baek, Tae-Kyung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.1
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    • pp.13-24
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    • 2015
  • Busan Metropolitan City lacks leisure-oriented spaces for children compared to other cities. Furthermore, it is difficult to maintain the amusement facilities for children scattered around the city due to the fact that they were worn out. To set up a leisure-oriented park for children on the site for children amusement facilities, the present study is concerned about planning children amusement facilities for public use compatible with the new trend for children amusement facilities. For this purpose, a number of case studies, carried out domestic and abroad on developing children amusement facilities, were examined to choose appropriate facilities and feasible project plans were drawn up. Major findings of the study are as follows. First, it is strongly suggested that this project should be promoted because it is a leading pilot project for building children theme parks for each zone in Busan Metropolitan City. Second, it is suggested that field study programs should be run in connection with Busan Metropolitan City Office of Education.

Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.