• Title/Summary/Keyword: amusement

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A Basic Study on the Exhibition Design of a Science Museum -Focus on the Case Study on Exhibition System & Prestutation Method of a Museum of Telecommunication- (이공계박물관의 전시디자인에 관한 기초적 연구 -정보통신 박물관의 전시체계와 연출방법에 관한 사례연구를 중심으로-)

  • 김종훈;임채진
    • Korean Institute of Interior Design Journal
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    • no.10
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    • pp.58-68
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    • 1997
  • The core of character and concept in an exhibition space of contemporary museum is that the place for relics and materials changes into the place for spectators, the static exhibition place changes into the dynamic exhibition place, and the place for learning naturally during amusement. In other words, it could convey the conceptual exhibition object which is not the material object called a relic, it could be a place where is to investigate, participate, experience and enjoy with easily method to general public, and ordinary people are supposed to experience with integrative the world of intellectual, cultural and artistic which is inconcionsly rising a dimensiov. In order to response positively the change of these exhibition concept itself, exhibition system will be established through the analysis of realistic exhibition objects with the visulatization of theme or thought of an exhibitiov. In process of conveying image, the effective and concrete exhibition method and technique should be measured in order to realize the communication between spectators and exhibition objects. The purpose of this study is to find the methodology which is enable to establish the exhibition theme and presentation system through the selection and analysis of exhibition objects in major cases of a musem of ecience and engneering, to find the process model till the methodology applies to the space scheme, and to find finally the designed indicators which is applicable to the progress of exhibition desigv.

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Expressive Characteristics of Subversive Appropriation in Kim kwang soo's Architectural Design (김광수 건축디자인의 전복적 전유 표현특성)

  • Park, Young-Tae
    • Korean Institute of Interior Design Journal
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    • v.27 no.1
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    • pp.97-108
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    • 2018
  • This study is based on the way Kim Kwang Soo works, which reveals a strong expressive tone that is rare in Korean architecture. His work is not decorative and symbolic representation of the intention of positive amusement. Therefore, the following noteworthy points will arise. The various phenomena associated with architecture and society are researched and analyzed in a critical manner. So, it creates and expresses its own formal logic. In this study, the theory of the subversive appropriation theory was identified by using the expressive characteristics of engagement. The study was based on a conceptual framework for the overturning of the mimesis, which Benjamin and Adorno have described. From this, this study summarizes Kim Kwang Soo's nihilistic attitude, finding boundaries and crack points, and subversive expression as a new form of architectural formal logic as main characteristics of interpretation of works. The characteristics of subversive expression of Kim Kwang Soo architecture derived from this are as follows. It does not take an ideological approach to the dismantling of the internalization of traditional Korean architecture. Popular culture and social phenomena are used as materials for expression. These are structured sensibly with appropriated formal logic. Finally, the architectural position adhered to the limit of performativity was recognized as the dimension of new meaning generation.

A Study on the Application of the Concept of Traditional Leisure Space to Korean Theme Park - Placing Emphasis on the Comparison between Domestic and Foreign Theme Parks - (전통적 놀이 공간 개념을 적용한 테마파크에 관한 연구 - 국내.국외 테마파크의 비교를 중심으로 -)

  • Lee Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.118-125
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    • 2005
  • A leisure culture in the modern society is the measure of a value in one's life and has a symbolic meaning which reflects the aspect of a society where an individual belongs to. Therefore, the leisure is not a simple pleasure but has an critical meaning of expressing the culture of a country. In particular, the theme park leads the public amusement in the modern society using the cutting-edge equipments on a large scale in the postmodernism society being lead by the public. Nonetheless, Korea imports the theme parks of the same type as the Disney land of the Western Europe so that Korea depends on the foreign country in the leisure field. Therefore, in this study, the basic property of the theme park is investigated and the issues of Korean theme park will be revealed through the comparison of Korean theme park to foreign theme parks. In order to solve these issues, it points out that the concept of Korean traditional leisure space has inclusive and upgraded characteristics with many meanings, compared with the concept of the leisure space of foreign countries. . Based on this, the new concept of Korean theme park's space will be proposed. Specially, it is empathized that Korean own originality and credit should be preserved and Korean traditions should be succeeded.

A Study on the Characteristics of Domestic Contemporary Office Space (현대 국내 업무공간의 특성에 관한 연구)

  • Yun, Yean-Kyung;Kim, Hyung-Woo
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.204-211
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    • 2014
  • The development of digital culture has brought radical change in the fundamental concept of what workspace is defined by and has also switched the cognition of workspace originally being a place to spend time and do activities regarding tasks into space more than just that. If we take a look at the cases overseas firms have announced after the year 2000, we can find distinguishing facts different from the existing workspace composition, like creative workspace, amusement workspace, workspace for communities, etc. Thereupon, the goal of this research is to look into the domestic characteristics of workspace by investigating and analyzing case by case targeting domestic firms. This research is to first comprehend the theoretical study of workspace, the changing environment, and the characteristics of domestic workspace, going on to utilizing the information achieved above to analyze 8 appointed domestic firms as examples. Contemporary domestic workspace is defined not a place only for activities regarding work tasks but rather a place comfortable and friendly in the concept of a second residence, community node for sharing knowledge and information, mobile space for the digital nomads, and space for coincidental encountering and communication. Based on this the analyzed characteristics of contemporary domestic work places are metaphor, convergence, beyond boundary, and emergence. The characteristics mentioned above are considered elements that increase corporate profits by managing efficient smart-work and producing creative ideas. Therefore, I believe continuous research and development related to this subject is necessary.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

A Study on the Discrimination of Use Intention by Critical T-Commerce Factors (T-Commerce 요인에 따른 사용의도 판별에 관한 연구)

  • Kim, Ju-An
    • International Commerce and Information Review
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    • v.8 no.3
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    • pp.71-95
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    • 2006
  • In recent, T-commerce is widely dispersed as alternative type of commerce. It is forecasted that t-commerce system is used more than e-commerce system. Therefore more and more t-commerce-related industries are also recognizing that t-commerce is a critical business model. It is needed to understand the concept of t-commerce and develop the t-commerce marketing strategy. CEO analyses consumer's behaviors according to the data about buyers and applies the advantage of t-commerce to the communication with customers. This t-commerce system plays an important role in maximizing customer satisfaction and affecting their intention to reuse it. Therefore this paper attempts to identify T-commerce critical success factors and divide between use-intention group and unuse-intention group by taking out a discriminant function by the discriminant analysis. This lays a foundation in developing T-commerce strategy. According to the discriminant function extracted, convenience factor, amusement factor, system quality factor, product perception factor are significant in the sequence of influential degree. However, usefulness factor and speedy connection factor are not significant. In result, the target hitting rate is 77.9% in the first unuse-intention group and it is 95.2% in the second use-intention group. The total discriminant target hitting rate is computed to higher value, 86.55%. The statistic package, SPSS 12.0, is used to survey and analyse data and test the hypothesis. The validity and reliability of variables are verified by both reliability analysis and factor analysis. The discriminant analysis is used to tell the difference between use-intention group and unuse-intention group.

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Effect of TV Restaurant Review Program Attributes on Food Service Consumer's Empathy, Attitude, and Visit Intentions (TV 맛집 프로그램의 정보특성이 외식소비자의 감정이입과 태도, 방문의도에 미치는 영향 연구)

  • Lee, Jin;Yoon, Hyo Sil;Yoon, Hye Hyun
    • Journal of the East Asian Society of Dietary Life
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    • v.27 no.2
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    • pp.204-214
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    • 2017
  • Recently, many TV restaurant programs become popular, and TV restaurant programs have a big impact on Korean restaurant consumers. The purpose of this study was to understand the effects of information attributes in Korean TV restaurant review programs food service customer's empathy, attitudes and visit intention. Based on a total of 254 samples obtained from the empirical research, this study reviewed the reliability and fitness of the research model using the Amos program. The hypothesized relationships in the model were tested simultaneously by using structural equation model (SEM). SEM showed that the beneficialness (${\beta}=.187$, p<.01), amusement (${\beta}=.427$, p<.001) and vividness (${\beta}=.243$, p<.01) showed positive significant effects on customer's empathy. Customer's empathy had a positive significant effect on attitudes (${\beta}=.645$, p<.001) and visit intentions (${\beta}=.157$, p<.001). The information attributes of TV restaurant programs and the causal relationship between empathy of consumers were examined. We also verified that empathy positively affects attitudes toward intentions to visit restaurants introduced on TV restaurant programs. Limitations and future research directions are also discussed.

A Study on the Method to Apply LED to Fashion Design and Its Expression Characteristic (LED의 패션디자인 적용방법과 표현특성)

  • Kim, Eon-Jeong;Yoo, Young-Sun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.3
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    • pp.15-29
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    • 2011
  • Fashion industry is high value added indust교, whose price is decided by design value so it requires creativity and uniqueness for competition. The purpose of this study is to grasp how the design characteristic of LED that can express new creativity and uniqueness is applied to fashion design and find out the expression characteristic of LED used in fashion design. The study subjects, the design to which LED is applied, were extracted from fashion show and internet search. As a study result, the expression characteristics of LED used for fashion design are as follows. First, for function, tool function that can provide convenience for life and expression function that can provide user with emotional and psychological satisfaction and communication were allowed. Second, for aesthetic changes, many-sided, multiple colors and pattern displays of LED changed design meaning visually and caused aesthetic emotion for observer. Third, for interaction, physical factor of LED, user, dress and environmental factor interacted each other, enabling both-sided communication. Fourth, for amusement, multiple lights of LED activated visual and tactile sense, expressing usefulness and joyfulness on the basis of various display possibilities and changes. The study result will be helpful for developing more unique, creative design according to the change of age and development of science.

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A Study on Ex-Formal Expression Observed in Space.Form of Korean Modern Architecture (한국 현대건축의 공간.형태에서 나타난 탈정형적 표현에 관한 연구)

  • Jang, Hoon-Ick
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.3
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    • pp.85-93
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    • 2009
  • In this study, the ex-formal expressions observed in space form of Korean modern architecture are distributed for characteristic analysis based on the period and type. The result of the study is certified by the work analysis and the result is as follows. Initially, due to the limited materials and influence of western brutalism, the works developed during 1960~70 tend to be plastic and contain expressionism. Around 1980's, the works tend to show forms of amusement and popularity. In 1990's the works show significance in deconstructive expression. From after 2000, ecological concept of architecture was introduced and organic expression started increasing Secondly, the ex-formal expressions are found to be in four different types. The organic expression is shown regardless of the period. In modern days, not only the physical properties of materials, but also the ecological concept is combined with the organic expression and is in increase. The plural expression started appearing after the 1980's and the sculptural diversity is enhancing with the addition of decorative factors or modification of geometrical form. The ex-construction and deconstructive expression show significance in some characteristics such as folding, inclination, and geometrical explosion. The free form and nonlinear expression tend to increase dramatically based on the development of structure technology as well as execution and introduce of the digital design technique.

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A Study on the Space Conditions of Children's Community Facility (아동 커뮤니티시설의 공간현황에 관한 연구)

  • Eo, Sung-Sin;Hwang, Yeon-Sook
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.310-315
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    • 2009
  • Current improvements on the standard of living reduced working hours and increased leisure time. Therefore, people's ideas on life style changed and different demands on residential environment are being made. Residents of apartment want a community facility that enables constant exchange with other residents and supports living. Ideas on how to use physical space to strengthen a community is becoming an issue these days. Community facility plays a crucial role in giving a certain characteristic to the whole apartment and improving the image as a community. It also provides a physical environment and induces active participation of community life from apartment residents. The community facility in an important environment for children, which helps them develop in growth and in society as well. Community facility is a space where children fulfill their curiosity and amusement. Since children are greatly influenced by the physical surroundings, community facility for children should not remain as a space for fun but should change into a space for interaction. This study chose six apartments at Dongtan New Town, located in Hwaseong, Kyunggido. This study focuses on the characteristics of design for children's community facility and would like to make a proposal about future space planning for children's community facility.

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