• 제목/요약/키워드: Theme park

검색결과 514건 처리시간 0.028초

서비스의 고객 참여와 고객 경험을 반영한 서비스스케이프의 역할 : 테마파크서비스를 중심으로 (The Role of Servicescape Considering the Customer's Participation and Customer Experience : Focusing on Theme Park Service)

  • 안연식
    • 한국IT서비스학회지
    • /
    • 제19권2호
    • /
    • pp.1-10
    • /
    • 2020
  • In this study, the structure model including the role of servicescape focusing on service participation and customer experience in theme park service is demonstrated empirically. The servicescape construct of theme park service includes three factors such as ambient atmosphere, functionality and layout, and sign, symbols etc. Customer service participation includes suggestion, passion and citizenship. And the emotional and convenience factors are included to customer experience. As an analysis result of examining the 241 respondents of university students, some implications were described. Customer satisfaction is greatly influenced by customer's participation in theme park service, and customer's participation has a significant effect on improving customer satisfaction by inducing customer experiences. It is desirable to consider servicescape priority in order of signs and symbols, ambient atmosphere, functionality and layout factor. The customer's participation in service is a passion for participation, citizenship, and suggesting for problems or improvements. Therefore, participants in planning and designing servicescape in the future, including IT services, should be creative in the direction of inducing various participations of customers and creating positive experiences for customers. In order to apply these findings to the composition of servicescape, the participation of various experts is required. Also, the expertise and competences of various fields must be gathered for each issues, and a more creative and scientific approach is required.

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

  • 최성은;윤재은
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2002년도 춘계학술발표대회 논문집
    • /
    • pp.125-129
    • /
    • 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.

  • PDF

주제공원 서비스질의 측정 척도 개발에 관한 연구 (Development of a Multi-Item Scale for Measuring Theme Park Service Quality)

  • 엄서호
    • 한국조경학회지
    • /
    • 제22권2호
    • /
    • pp.25-38
    • /
    • 1994
  • Service quality is defined as the perceived difference between performed service and expected service. In this paper, theme park service quality is conceptualized in relation to consumer's total satisfaction on theme park visitation. A 20-item scale was constructed to measure Theme Park Service Quality. The following four steps were employed in developing the service quality measure: 1)identification of service quality dimensions, 2)development of scales from a set of items describing the dimensions, 3)empirical verification of the scale's construct validity which refers to dimensionality, convergent validity, and nomological validity, and 4)confirmation of the utility. The scale was found to be an empirically valid and reliable evaluation tool for service quality enhancement. In addition, the scale would be an useful criterion for market segmentation and positioning.

  • PDF

주제공원 이용자 만족의 결정인자에 관한 연구 - 에버랜드를 중심으로 - (The Determinants of Theme Park Users' Satisfaction; Everland)

    • 한국조경학회지
    • /
    • 제26권3호
    • /
    • pp.189-198
    • /
    • 1998
  • This study explored the effects of expectatioin, performance, and disconfirmatoni on satisfaction of theme park users. Everland was chosen as the study area, and 260 users were selected by the nonprobability sampling. In expectation disconfirmation paradigm, expectation should be measured before purchase, and performance, disconfirmation and satisfaction should be measured after purchase. An entrance survey was done to measure expectation, and an exit survey to measure performance, disconfirmation, and satisfaction. Maximum likelihood method was used to estimate structural equation model by the LISREL 7.2. Performance had the most significant effect on satisfaction among three variables. The satisfaction of theme park users depends largely on it, therefore, the consideration of visitors' performance should e essential for managers.

  • PDF

가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구 (Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies)

  • 김치호
    • 디지털융복합연구
    • /
    • 제15권9호
    • /
    • pp.443-452
    • /
    • 2017
  • 가상현실과 증강현실 기술은 4차 산업혁명시대에 중요한 기술로 인식되고 있으며 앞으로 빠르게 성장하여 2020년까지 시장 규모가 1,500억 달러에 달할 것으로 예상된다. 이러한 기술이 게임과 영화와 더불어 테마파크에도 확대될 것이 예측되며, 실제로 이미 많은 세계의 테마파크는 기술을 검토하여 테마파크 어트랙션에 적용하고 있다. 본 연구는 가상현실과 증강현실 기술이 테마파크 어트랙션으로 구현되는 양상을 검토하고 발전적인 활용방안을 제시하는 것이 목적이다. 문헌조사를 토대로 트렌드를 확인하고, 현장조사와 전문가 인터뷰를 토대로 발전 모델을 구상하였다. 결과적으로 가상현실과 증강현실은 이미 테마파크와 LBC(Location Based Center)에서 다양한 형태의 어트랙션으로 운영되고 있으나, 아직까지 적지 않은 문제점을 가지고 있다. 이러한 문제점 극복을 위해서는 테마파크 어트랙션 검토 시 Fun(재미), Efficiency(효율), Technology(기술)이 종합적으로 고려되고, 근본적인 테마파크의 개념과의 부합되는 지의 여부도 검증되어야 할 것이다.

테마파크 이벤트프로그램 이미지가 방문객 만족과 재방문의사에 미치는 영향 (The Effect of Event Program Image of Theme Park on the Visitors' Satisfaction & Revisit Intention)

  • 김시중
    • 한국지역지리학회지
    • /
    • 제16권2호
    • /
    • pp.154-166
    • /
    • 2010
  • 본 연구의 목적은 테마파크내 이벤트프로그램의 인지적 정서적 이미지가 방문객 만족과 재방문의사에 미치는 영향을 규명하는 것이다. 이를 위하여 대전 오월드(O-World) 방문객을 대상으로 실증분석을 실시하였으며 분석결과는 다음과 같다. 첫째, 테마파크내 이벤트프로그램의 인지적 이미지 요인이 전체 이미지에 미치는 영향을 분석한 결과 '분위기 서비스'요인, '편의시설 환경'요인 및 '이벤트 내용'요인이 전체 이미지에 영향을 미치는 것으로 나타났다. 둘째, 테마파크내 이벤트프로그램의 정서적 이미지 요인 가운데 '흥미'요인, '경험'요인 및 '심리'요인이 전체 이미지에 영향을 미치는 것으로 나타났다. 셋째, 테마파크 전체 이미지는 전체 만족도에 그리고 전체 만족도는 재방문 의사에 정(+)의 영향을 미치는 것으로 나타났다.

  • PDF

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
    • /
    • 제38호
    • /
    • pp.83-90
    • /
    • 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.

청송 사과체험테마파크 기본계획 (A Study on the Landscape Design of the Cheongsong Apple Theme Park)

  • 권진욱;박찬용
    • 농촌계획
    • /
    • 제19권3호
    • /
    • pp.195-203
    • /
    • 2013
  • This study aimed to plan a distinctive apple theme park, thereby specializing the nationwide brand of Cheongsong apple. Detailed objectives included: to establish the best possible environments in Korea to taste and appreciate apple and enjoy the Cheongsong Apple Festival; to identify and foster natural, cultural and social resources in the clean environment of Cheongsong; to clusterize research and production infrastructures for strengthening local competitiveness; and to develop a hub for the vitalization of the region where visitors and locals can mutually prosper. The study was multi-phased. The first stage included basic surveys such as local status and environment analysis and similar case studies, and the second stage was to review the appropriateness of theme selection, develop basic principles and strategies for development goals and review and incorporate project details. And the third stage aimed to develop a comprehensive plan from spatial plans and program plans and suggest plans to vitalize the operation of the park. The dimension of the subject site was $180,150m^2$, which was divided into four areas, in consideration of the land use and the environmental characteristics of the resources, for developing a land use scheme. The four areas were named: the apple-theme cultual area; the agricultural culture experience area; the plaza for exchange and harmony; and the plaza for natural observation. This study has significance in that it can serve as a case to develop farm theme parks, and as a case of appropriate development of programs to identify amenity resources with a focus on the existing resources and in consideration of local characteristics.

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

  • 엄이레
    • 한국콘텐츠학회논문지
    • /
    • 제19권11호
    • /
    • pp.499-506
    • /
    • 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.

테마파크 공간에 따른 에버랜드 캐스트 의상 분석 (The Analysis of Everland Cast Costume in Accordance with Its Space)

  • 장지선;하지수
    • 한국의류학회지
    • /
    • 제40권6호
    • /
    • pp.1085-1099
    • /
    • 2016
  • This article is designed to establish fundamental design criterion for theme park cast costumes in accordance with play type and space. There is an understanding that theme parks act as a play space that is designed to meet diverse playing desires. To analyze cast costumes, the theme park - 'Everland' in South Korea as an example, area was divided into attraction space and non-attraction space. Attraction space is mainly for full-scale play content areas and the non-attraction space is to enforce the attraction space experience. Roger Caillois's play theory states that there are 4 play types; Illinx, Mimicry, $Ag{\hat{o}}n$, and Alea. All 4 play types were shown through attraction and Mimicry at non-attraction. Each cast costume was analyzed in terms of apparel design elements - silhouette, textile, color, detail, and props - related to play type facility and cast role. Criteria for theme park cast costume designs were suggested based on the results. Illinx cast members who fulfill a safety-checking role wear high chroma warm color costumes with the accent on details in bodice cutting lines, collar edges, pockets, buttons and decorative ornaments. A complementary contrast is also used. The guidance cast in Illinx may wear a suit in bright/vivid color. Mimicry guidance cast costumes show meticulous perfection in imitation with the figure in its space. From head to toe, color, textile, and silhouette - every detail and even props should match the character. $Ag{\hat{o}}n$ cast costumes are strictly limited in detail and decorative ornament usage as well as in color, since they are in charge of the management and operation of a competition. Alea cast's role is a self-demonstrator. Alea cast members should be a real tarot card reader. However, a manual should control their costumes. A total of 10 cast roles at a non-attraction space should be designed to show job patterns clearly in accordance with the whole theme at the park.