• Title/Summary/Keyword: amusement design

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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.

A Fundamental Study on Amusement Rides Design of Theme Park (테마파크의 탑승놀이기구 디자인을 위한 기초연구)

  • 이호숭
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.42-43
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    • 2000
  • 테마파크의 주요특징은 일상성을 완전히 차단한 상상의 세계이자 비일상적인 유희공간으로서 그곳을 찾은 방문객들은 현실생활에서 벗어나 적극적 참석자의 입장에서 위락시설을 즐긴다는 점이다. 본 연구는 고부가가치 차세대산업 혹은 21세기형 첨단문화산업이라고 불리는 테마파크의 개념을 고찰하고, 다양한 탑승놀이기구 가운데 물리적 운동특성에 따른 대표적인 기구를 선별하여, 그것들의 종류와 탑승자의 신체반응 및 그에 대한 안전사고 요인 등을 조사하였다.(중략)

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Research on Recognition of Graphic Symbols in Amusement Park: A Case Study of Taiwan's Theme Amusement Park

  • Hsu, Yao-Wen;Chung, Yi-Chan;Chen, Ching-Piao;Tsai, Chih-Hung
    • International Journal of Quality Innovation
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    • v.9 no.2
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    • pp.79-89
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    • 2008
  • Each amusement park has a wayfinding system, while symbols are important mediums to guide tourists to find their destinations. It is very important that whether the meanings of symbols recognized by tourists immediately. This paper mainly discusses the recognition of graphic symbols in amusement park, and proposes the improvement suggestions. Materials for this study were drawn from 20 different graphic symbols of a theme amusement park in Taiwan. The testees were required to evaluate the design of graphic symbols based on symbolic meaning and graphics recognition to summarize the confusion matrix. The results show that there are three groups of graphic symbols easy to be confused, and five symbols not meeting a criterion of 67% correct responses. The reasons were discussed, and improvement and relevant suggestions have been proposed, which may be helpful to redesign of symbols.

Influence of MTB Members' Amusement Factor on Leisure Commitment

  • LEE, Hwan Yeol;SONG, Youn Sang;HWANG, Woon Moon
    • Journal of Sport and Applied Science
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    • v.4 no.2
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    • pp.19-29
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    • 2020
  • Purpose: This study sought to explore the effects of sport enjoyment on leisure commitment. Research design, data, and methodology: Subjects of this study are members of MTB participation in Seoul and Gyeonggi area and were selected by purposive sampling out of non-probability sampling. 295 questionnaires were collected and 288 questionnaires were used for the study. To analyze data, frequency analysis, factorial analysis, t-test, ANOVA, correlation and regression analysis were employed. Results: First, as for leisure satisfaction and leisure commitment pursuant, there was significant difference in gender, age, the number of participation in weekly leisure, and hours of participation in weekly leisure. Second, regarding MTB participants' amusement and leisure satisfaction competence had significant influence on all the sub-factors of leisure satisfaction and that both achievement and competence had impacts on social leisure satisfaction. Third, regarding effects on leisure commitment, competence of amusement had impacts on cognitive and behavioral leisure commitment. Fourth, regarding relationships between leisure satisfaction and leisure commitment, satisfaction of mental leisure, social leisure, relaxation leisure, physiological leisure and leisure satisfaction had significant influence on cognitive commitment. Conclusions: Summary of above results showed that MTB participants' amusement factor had significant influence on leisure satisfaction and leisure commitment. Implications were discussed. Keywords: MTB, amusement factor, leisure commitment.

The Design and Implementation of a Reservation System for Amusement Facility using Near Field Communication (비접촉식 근거리 통신을 이용한 놀이시설 예약 시스템의 설계 및 구현)

  • Kim, Dong-Hyun;Kim, Jeong-Min;Gu, Gae-Hyun;Ban, Chae-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.11
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    • pp.1061-1068
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    • 2016
  • A theme park runs various programs to provide users entertainments. Among the programs of the theme park, amusement facilities are the most favorite ones used by the users. However, Since the waiting time of the amusement facilities becomes increasing due to the large number of the users, the satisfaction of the users is diminished heavily, To solve this problem, we propose a reservation system for amusement facility using near field communication. In the proposed system, a server appends the user to the waiting queue of the amusement facility when an user contacts the reader of an amusement facility using NFC, If an clock approaches to the time that the user will exploit the amusement facility, the server notifies to the user. The implemented reservation system has the benefit to provide the user chances to exploit other programs during the waiting time.

Analysis on the Fashion Cultural Product Design Applying on an Optical Fiber

  • Choi, Kyung-Hee
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.118-133
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    • 2010
  • This study aimed to seek character and design of fashion cultural product using an optical fiber, and inquire element to be able to apply when an optic-fiber design differentiation develop into craft art and design. At present, optical fibers are commercialized with the brands of Luminex, Lumitex, Lumigram, etc., and the products are developed diversely in cloths, fashion articles, and interior products. When electronic technology becomes confused not visually in the technology of textile, the characteristics of fashion designs applied with optical fiber can be approximately classified for amusement, sensitivity direction, interaction, and protective performances. Sensitive design is taken a serious view as a new expression method to be interesting and attractive as well as a kind of amusement method to make people feel fortuity they do not experience in normal fashion. Also, it pursues function of body protection as a medium of communication to convey message to wearer and observer on the basis of reciprocal action between clothes and wearer. Fashion cultural product using an optical fiber is a kind of amusement to be interesting and attractive as well as it pursues function of body protection as a medium of communication to convey message and sensitive design which is attractive.

A Study of Clown Makeup Coordination's Carnivalism (클라운 분장 코디네이션의 카니발리즘적 특성 연구)

  • Chang, Mee-Sook
    • Journal of the Korean Society of Fashion and Beauty
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    • v.5 no.1 s.12
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    • pp.97-111
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    • 2007
  • This study was motivated not only by the curiosity of clown as a comedian, but also by the clown's special makeup coordination. To analyze the clown makeup coordination Carnivalism, the researcher inquired 1) clown's meaning, sorts, periodic roles and stages, 2) Mikhail Bakhtin's Carnival theory, and 3) makeup coordination of clowns (Harlequin, Pierrot, Auguste and White Face Clown) as the theoretical background. The clown makeup coordination carnival characteristics were shown in masquerade, amusement and ambiguity. The masquerade was expressed on the mask for Harlequin and white makeup for Pierrot, Auguste and White Face Clown. The amusement was revealed on the fall and the inharmony of the grotesque makeup and childish costumes. And also the ambiguity was expressed on the sexless and the infant of clown's real nature and costumes.

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The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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Design Aesthetics of Walter Van Beirendonck (Walter Van Beirendonck 디자인에 나타난 미학)

  • Park, So Hyoung;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.353-368
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    • 2015
  • Walter Van Beirendonck expresses a fairy tale world of perverted sexual desire of sadism and masochism, violence, and aggressiveness that breaks from a transient one-time concept as is an essential element of fashion. This study classifies the aesthetic characteristic shown on the design of Walter Van Beirendonck and analyzes the intent of his symbolism and meaning. The attempt has a meaning in exploring a new directionality of fashion by conveying a critical message to this end, contemporary fashion breaks down boundaries with artistic genre and connects a problematic consciousness that exists in life with fashion. The results of study on the aesthetic characteristics of Walter Van Beirendonck are as follows. First, Beirendonck emphasized an interpersonal image about body by giving a question through the deconstruction of image on a perfect body into race, age, and body based on body modification. Second, fetishism appeared as a consciousness that human identity and character can be changed by connecting a fetish element of sexual identity, and sadism and masochism with fashion's imagination. Third, infantilism as an amusement expression of the form metaphorically satirized life of modern people. Fourth, makeup shown on performance or festival of an African tribe was used in the way of mixture or reuse for ethnography to obtain inspiration from ethnography. Fifth, pop art combined a popular culture code as amusement through mass production and mass media. Aesthetics of Beirendonck do not have norm and are bold in using form, color, pattern, print, and styling because Beirendonck reinterpreted critical attitudes about essential problems that human life entails into a motif of his symbolic meaning in amusement. In regards to his design aesthetics, Beirendonck expanded fashion to the scope of Gesamtkunstwerk in a consistent and continued theme combined with philosophical creativity and differentiated from other fashion designers.