• 제목/요약/키워드: Theme Parks

검색결과 99건 처리시간 0.019초

주제공원의 규모결정을 위한 재무적 손익모형 II -에버랜드, 서울랜드, 드림랜드 비교- (2nd Study : A Financial Model to Select the Size of Theme Park)

  • 이양주;유병림
    • 한국조경학회지
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    • 제24권3호
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    • pp.109-114
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    • 1996
  • Generally, the size of our recreation sites is selected through use demand at the peak day. At same time, scale economic and diseconomic are applied to a recreation site. If you are a rational decision-maker, you would like to select the size of your park at profit-maximization point. This study is the first try for modelling a Gain-Loss by the size options of a theme park. For testing the validity of a financial model to select the size of theme parks. Ever-Land, Seoul-Land, Dream-Land's operating size was analyzed. By the size options, the revenue of each park was compared with cost. The profit-maximization point and break-even point of each park were found. Ever-Land and Dream-Land's size was selected between the profit-maximization point and the break-even point. In contrast with Ever-Land and Dream-Land's, Seoul-Land's was selected upper the break-even point. To increase the utility of this model in selecting the size of a theme park, a decision-maker must keep in mind a few limits of this study. That is, 1) this model can not be applied at public parks. 2) Sometimes the others can be more important than financial revenue and cost. Finally, there is the validity of Gain-Loss Model in estimating only the financial revenues and costs through the size options.

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

  • 권순관
    • 한국실내디자인학회논문집
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    • 제16권2호
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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.

가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구 (A Study on Content Classification for Developing Virtual Reality-based Attraction Contents)

  • 엄이레
    • 한국콘텐츠학회논문지
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    • 제19권11호
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    • pp.499-506
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    • 2019
  • 4차 산업혁명과 5G 기술 상용화로 주목받고 있는 가상현실은 게임 분야에서 관광, 레저, 교육 등 다양한 분야로 범위를 넓혀가고 있으며 VR시장은 지속적으로 확대될 전망이다. 국내에서도 VR시장 규모가 확대되면서 가상현실 콘텐츠를 결합한 테마파크가 도심을 중심으로 확산되고 있다. VR테마파크는 기존 테마파크와 달리 실내에 구성된 소규모 놀이문화공간으로, 놀이공원에서 즐길 수 있는 어트랙션(놀이기구)을 가상현실 콘텐츠와 함께 즐길 수 있다. 비일상적 경험 체험이 목적인 테마파크와 동일한 특성을 가진 가상현실 콘텐츠는 어트랙션의 물리적 자극과 결합하여 높은 몰입감과 현존감을 제공한다. 어트랙션과 결합된 가상현실 콘텐츠는 기존 제시된 분류법으로 콘텐츠를 정확하게 구분 지을 수 없어, 체험 형태와 설치 형태에 따른 새로운 분류법을 제시하였다. 국내 VR테마파크의 사례를 통해 콘텐츠를 분류하였고, 추후 진행될 가상현실 어트랙션 콘텐츠 제작을 위한 기획 방향을 모색하고자 하였다.

서울시 쇼핑몰의 테마디자인 적용에 관한 분석연구 - 롯데월드, 코엑스몰, 센트럴시티의 사례분석을 중심으로 - (An Analysis on theme interior design in shopping malls in Seoul - Focused on the analysis of Lotte World, Coex Mall, Central City -)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제31호
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    • pp.3-11
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    • 2002
  • Shopping malls in Seoul become important urban public space where teens and youths as well as the elderly come easily and enjoy thorned environment. This study examines design motifs, structures and effects of theme design of three shopping malls-Lotte World, Coex Mall, and Central City-in Seoul, Korea. The study quotes Lynch`s five image elements-paths, nodes, landmarks, districts, and edges in the shopping malls in order to analyze internal structure of the shopping malls and theme design elements. The theme design of the shopping malls was often used the images of "city parks", "future city", "foreign tourist places", "carnival and festival", and "old towns" to evoke nostalgia of the past and fantasy of the future. The study finds that theme design was emphasized at the area of corridors-path, plazas-nodes and special districts such as movie theater and food courts. The study concludes that theme design in the three shopping malls should consider local(Korean) motifs in design properly and consider educative effects of the design on teens and youths. Thus, theme design of the shopping malls should meet multi-functional roles of the spaces aesthetically and socially, The data and analysis of this study can contribute to improve theme design of shopping malls in Seoul, Korea.ve theme design of shopping malls in Seoul, Korea.

게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석 (Factor Analysis for Activating Game Based Digital Urban Theme Park)

  • 라건주;성정환
    • 한국게임학회 논문지
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    • 제15권3호
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    • pp.19-30
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    • 2015
  • 기술의 발전과 가상현실의 세계에서 즐기는 디지털 여가에 대한 수요와 관심이 증대되고 있다. 그런 디지털 여가 활동의 하나로 도심형 디지털 테마파크가 부상하고 있다. 그에 따라 국내에서 다양한 디지털 테마파크가 제작되었지만, 성공적인 흥행을 이루지 못하며 후발 주자를 이끌지 못하고 있다. 따라서 본 논문에서는 이런 현상을 인간의 욕구를 단계에 따라 만족시켜 무아의 경지인 절경경험을 이뤄낸다는 매슬로의 욕구이론과 조셉캠벨의 영웅의 여정단계를 바탕으로 테마파크의 공간 및 게임 요소에 대한 분석을 시도하였다. 본 연구에서 게임기반 테마파크 분석을 위해 사용되는 모형은 향후 다양한 도심형 디지털 테마파크 발전의 초석이 될 것이다.

여가활동의 감성적 반응에 관한 연구 (A Study on Emotional Response of Leisure Activity)

  • 고동완
    • 한국조경학회지
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    • 제33권1호
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    • pp.19-32
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    • 2005
  • The role of emotional responses is an important subject of study in consumer behavior. Although the perceived performance and satisfaction related emotions have been studied with increasing quantities in leisure studies or fields of outdoor recreation and tourism, issues concerning the appropriate way to measure these emotional responses remains unresolved. This article reviews the emotion measuring scales, and testify the usefulness of PAD scale based upon 349 questionnaires by users of Phoenix Park(Ski Resort) and Seoul Land(Theme Park) in Korea. It was found that, users' emotional response was closely related with satisfaction in Phoenix Park(Ski Resort); however, users' perceived performance was closely related with satisfaction in Seoul Land (Theme Park). This article argues that the meanings of these findings is due to different characteristics of consumption typology between ski resort and theme park. In conclusion, users' emotional experience may be more useful in understanding skiing activities and in formulating management strategies for ski resorts than theme parks.

테마파크 환경연출기법에 있어서 감성디자인 경향에 관한 연구- 테마파크 상업공간을 중심으로 - (A study on the trend of emotional design in environmental design techniques of theme park- Focus on commercial spaces of theme park -)

  • 이미경
    • 한국실내디자인학회논문집
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    • 제38호
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    • pp.83-90
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    • 2003
  • Contemporary culture of consumption has been transferred from physical satisfaction in the past to the "pleasure" culture of consumption that satisfies emotional needs, generating a new design category - emotional design. The current study analyzes various environmental design techniques of the theme parks, which recognized early the importance of the "pleasure" culture of consumption and used the techniques for sales and as profit-making tools. This study also examines a trend of emotional design in environmental design techniques of the theme park and proves that the design techniques can be applied to a variety of interior design areas, as well as commercial facilities.mmercial facilities.

문화유산을 활용한 테마파크형박물관에 관한 연구 (A Study on the Design of Theme park-style Museum Considering Characteristics of Local Culture)

  • 박소라;우성호
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.11-19
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    • 2013
  • The number of visitors to historic sites and museums in Korea has been on a rapid decrease and in order to search for creative ways to work on the problem, the study proposed a theme park-typed museum with cultural heritage applied and reviewed spatial strategies for such theme park-typed museums. Applied methods of research of this study are as follows. First, in order to understand definitions and current situations of cultural heritage use and theme park-typed museums, the study went thoroughly over all sorts of literature and reports as well as findings of advance researches on how to make a use of cultural heritage. Based on the results of the investigations, the study determined characteristics of the theme park-typed museums with cultural heritage applied which the study was proposing and the characteristics were categorized by type. Considering those characteristics and types gained in the study, the study looked for cultural heritage-based theme parks and museums in the world which were good enough to be used as research subjects in the study from the aspects of profitability and level of awareness. The study examined those theme parks and museums in the world and in the end, it found out ways to adopt the findings to the situations in Korea and discussed expecting effects as well. As to the characteristics of the theme park-typed museums with cultural heritage applied, the study divided those characteristics into mutual cooperation, location, communicability, authenticity, maintainability, education, durability, narrativity, undailiness, interactivity and leisure. The types were categorized into ride, environment direction, cartoon character and souvenir by attraction pattern. When cultural heritage is used actively, it would improve competitiveness of historic cultural sites and museums in return, making people realize the iterative structure of excavation, conservation, maintenance and use of cultural heritage. That would create many kinds of added values, re-discovering culture of the country. At the same time, it would also create a new value of culture as well. Now, it is important for us to do harder with researches on how to evolve museums and exhibition spaces. Considering that, the study is believed to make a contribution to revival of historic sites and museums in Korea but also establishment of scientific strategies.

주제공원 이용자들의 선택행동 연구 -Constraints-Induced Conjoint Choice Model의 적용- (A Study on the Theme Park Users' Choice behavior -Application of Constraints-Induced Conjoint Choice Model-)

  • 홍성권;이용훈
    • 한국조경학회지
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    • 제28권2호
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    • pp.18-27
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    • 2000
  • The importance of constraints has been one of major issues in recreation for prediction of choice behavior; however, traditional conjoint choice model did not consider the effects of these variables or fail to integrate them into choice model adequately. The purposes of this research are (a) to estimate the effects of constraints in theme park choice behavior by the constraints-induced conjoint choice model, and (b) to test additional explanatory power of the additional constraints in this suggested model against the more parsimonious traditional model. A leading polling agency was employed to select respondents. Both alternative generating and choice set generating fractional factorial design were conducted to meet the necessary and sufficient conditions for calibration of the constraints-induced conjoint choice model. Th alternative-specific model was calibrated. The log-likelihood ratio test revealed that suggested model was accepted in the favor of the traditional model, and the goodness-of-fit($\rho$$^2$) of suggested and traditional model was 0.48427 and 0.47950, respectively. There was no difference between traditional and suggested model in estimates of attribute levels of car and shuttle bus because alternatives were created to estimate the effects of constraints independently from mode related variables. Most parameters values of constraints had the expected sign and magnitude: the results reflected the characteristics of the theme parks, such as abundance of natural attractions and poor accessibility in Everland, location of major fun rides indoor in Lotte World, city park like characteristics of Dream Land, and traffic jams in Seoul. Instead of the multinomial logit model, the nested logit model is recommended for future researches because this model more reasonably reflects the real decision-making process in park choice. Development of new methodology too integrate this hierarchical decision-making into choice model is anticipated.

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수변공원의 이용 만족도 평가 (An Evaluation on Visitor Satisfaction in Waterfront Park)

  • 장민숙;장병문
    • 한국조경학회지
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    • 제38권3호
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    • pp.41-52
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    • 2010
  • 이 연구는 '수변공원의 이용 만족도는 어떻게 결정되는가?'라는 연구의문에 해답을 제공하기 위해 과정 중심적 접근방법에 입각하여 자원, 시설, 주제구현, 단지구성, 정적 활동공간, 동적 활동공간이 이용 만족도에 미치는 영향을 평가함을 연구의 목적으로 한다. 수변공원과 우리나라의 수변공원 조성과정에 관한 이론적 고찰을 통해 개념적 틀을 구성하여 가설을 도출하였다. 연구가설의 실증적 검정을 위해 4개의 수변공원을 선정한 후, 할당추출방법을 사용하여 수집한 327매의 설문조사 자료를 이용하여 경로분석을 수행한 결과는 다음과 같다. 1) 자원과 시설이 이용 만족도에 미치는 직접효과의 크기는 각각 0.273, 0.306, 간접효과의 크기는 각각 0.114, 0.170으로 나타났다. 2) 단지구성과 주제구현이 이용 만족도에 미치는 직접효과는 각각 0.243, 0.000인 반면, 간접효과의 크기는 0.018, 0.059로 나타났다. 3) 정적 활동공간과 동적 활동공간이 이용 만족도에 미치는 직접효과는 각각 0.129, 0.000으로 나타났으며, 간접효과는 각각 0.002, 0.017로 나타났다. 4) 이용 만족도(100.00%)에 미치는 인과효과의 크기는 시설(35.76%), 자원(29.08%), 단지구성(19.61%), 정적 활동공간(9.84%), 주제구현(4.43%), 동적 활동공간(1.28%)의 순으로 나타났다. 5) 자원과 시설은 전체 인과효과의 64.84%, 계획과정인 주제구현과 단지구성은 24.04%, 정적, 동적 활동공간은 11.12%를 차지하는 것으로 나타났다. 이 연구를 통해 다음과 같은 시사점을 발견하였다. 1) 기존의 수변공원은 물자원과 관련된 주제가 구현되도록 정비되어야 하며, 정적 활동공간의 시설 개선과 동적 활동공간의 이용 프로그램이나 시설보완이 요구된다. 2) 주제구현, 단지구성, 정적 활동공간, 동적 활동공간들 간의 관련성을 제고시키기 위한 계획 설계의 노력이 있어야 수변공원의 이용 만족도는 현저히 향상될 것으로 판단된다. 3) 이 연구에 적용된 접근방법과 인과모형은 수변공원의 평가에 대단히 유용하였으며, 다른 여가활동장소의 평가에도 적용 가능성이 높을 것으로 판단된다. 장차 더 많은 사례의 수변공원을 대상으로 하는 구조방정식모형의 정립이 요구된다.