• Title/Summary/Keyword: amusement design

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A Study on Drag Queen's Costume (Drag Queen 복식(服飾)에 관(關)한 연구(硏究))

  • Kan, Ho-Sup
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.69-83
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    • 2000
  • The purpose of this study is considering about drag queen's costume in the point of view of anthropology and psychoanalysis. The contents are the meaning of drag queen by theoretical research and the characteristics of drag queen's costume. The results of characteristics of drag queen's costume are summerized as following. 1. Sexual originality is related with homosexuality. Costume express character of gay not as a transsexual or cross-dresser. 2. Imitation is related with identification of drag queen and famous star like actress, pop singer and historical heroine. 3. Amusement is related with drag queen's life style. There are two kinds of character in amusement. One is humour. Another is an exaggeration. 4. Commercialism is related with mass-media culture. Drag queen's costume have an influence with movie, advertisement and modern fashion.

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A Design and Implementation of Amusement Park Height Measurement Application Based on Kinect Sensor (Kinect Sensor 기반의 테마파크 신장 측정 애플리케이션 설계 및 구현)

  • Won Joo Lee;Ju Hoon Lee;Young soo Jang;Yu Rim Pyo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.55-56
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    • 2023
  • 본 논문에서는 키넥트 센서 기반의 테마파크 신장 측정 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 키넥트 센서에서 측정하는 사용자의 거리 정보와 키넥트 센서에서 인식한 스켈레톤 정보와 조인트 정보를 활용하여 사용자의 신장을 측정한다. 또한 측정한 신장이 시스템에서 제한한 수치를 넘을 시에는 통과여부를 스피커로 출력한다.

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A Study on the Aesthetic Consciousness of Japonisme (자포니슴(Japonisme)에 나타난 복식미 연구)

  • Ko, Young-Sook;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.13 no.2
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    • pp.30-49
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    • 2009
  • This study was intended to research how such Japonisme affected the western fashion and to consider that the unique Japanese fashion was implemented in the western mode as the traditional aesthetic sense got jointed with the western culture together and was expressed as the modern Japonisme beauty. The beauty of 'Date' was the aesthetic sense created focused on the noble culture of public family. On the contrary, 'Iki', 'Wabi', 'Sabi' and 'Shibusa' is the Japanese lower middle class's universal living aesthetics. 'Kawaii' is influence on an animation, cartoon and character industry as well as the whole world’s fashion style as one of the common aesthetic sense of the world people in the modern time. That is, Japanese fashion designers expressed the human body with such the aesthetic sense by the design of shape, space, fusion, amusement through clothes. It could be concluded that they created an autonomous amusement’s design world over the visual beauty of human body.

Expression Types and Aesthetic Characteristics of Space Directing at Chanel Fashion Shows (Chanel의 패션쇼에 나타난 공간 연출의 표현 유형과 미적 특성)

  • Kim, Jang-Hyeon;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.6
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    • pp.809-826
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    • 2013
  • This study considers types of expression and examines aesthetic characteristics by analyzing images expressed through space directing at Chanel Fashion Shows. The conclusions of this study are as follows. The expression types on space directing at Chanel Fashion Shows are what is presented by distributing huge objects associated with Fashion Shows at the center or back of the stage, integrating several detailed decorative elements while maintaining the morphological characteristics of the runway in a linear form, and utilizing an inartificial place or newly forming the whole stage. The symbolism characteristic was first indicated for the aesthetic characteristics on space directing at Chanel Fashion Shows. Symbolism is indicated through the identification of an implicit meaning towards a specific object. The symbolism was highlighted utilizing elements or stories that have a deep association with Chanel. Second, the characteristic of ecology was expressed through the recognition of the importance of the ecological environment by escaping the harmful practices of civilization such as environmental disasters and human alienation. The expression of visual ecology was emphasized utilizing themes related to environmental disasters or reviving the space of primitive nature. Third, the characteristic of fantasy was shown to express thoughts that originated from the human yearning for the ideal world contrary to an incomplete society. Fantasy was created by the inaccessible object in reality and a change in spatial structure. Fourth, the characteristics of amusement expressed pleasure, which is the instinctive desire truly immanent in a human being. It was natural amusement, which was advocated as freedom through the integration of neutrality, integrating either diverse elements (which are naturally recognized in our daily life) into Fashion Shows or amusement, which expressed newness through utilizing unusual objects in Fashion Shows.

A Study on the Design Characteristics of Arne Jacobsen based on Danish Modern - Focused on the Architectural Space Project - (데니쉬 모던을 바탕으로 한 아르네 야콥센의 공간디자인 특성 - 건축 공간 프로젝트를 중심으로 -)

  • Kim, A-Ram;Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.39-46
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    • 2011
  • Danish Modern has been recognized as simple and comfortable design movement that was matched with its unique regional environment. There are various internationally well known designers such as Arne Jacobsen, Verner Panton. Danish Modern movement and International style had vital role to activate these designers' ideas and design quality. This paper aims to study the background and design characteristics of Danish Modern movement as well as some of the spatial projects by Arne Jacobsen. Furniture design of Jacobsen were already throughly studied in various researches. However his spatial projects such as architectural buildings and interior designs were not. This study analyzes three major architectural projects based on the four characteristics of Danish Modern: Formal Simplicity, Simple Functionality, Regional Contextuality, Reasonable Amusement. After the case study, this study discovered that Danish Modern characteristics had unique roles in the design process of Jacobsen's projects. Danish Modern is still valid design philosophy that can be applied to contemporary society.

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.538-547
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    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

A Comparative Study on the Surrealistic Characters of Jaime Hayon and Marcel Wanders Design (하이메 아욘과 마르셀 반더스의 디자인에서 나타나는 초현실주의적 특성 비교 연구)

  • Han, Jeong-Won
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.55-63
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    • 2011
  • This study aims to figure out diversity and complexity of modern design by analysing surrealistic characters of Jaime Hayon and Marcel Wanders design, who are working actively in diverse design fields including graphic design, product design, and space design. First fundamental theories of surrealism was reviewed, and structure for analysis was made by studying characters of design representation derived by surrealistic concepts. And then design projects in the fields of furniture and product design, interior space design, and project design that were performed by two designers after the year 2000 were analysed. Two designers assume critical attitudes in mass production of functional design which is made by only machines, and they have something in common pursuing creative and imaginative design by making unique artistic elements by using modern technology. In this way, they create surrealistic fantasy in their design. On the other hand Jaime Hayon and Marcel Wanders show interesting differences in modes of expression. Hayon creates unique and organic forms and characters based on his creative imagination, and he enjoys to express boldness and amusement. Wanders shows sophisticated and elegant duality by dramatic balance between intricate patterns and minimal forms. Both designers have important influences in modern design as creative leaders always pursuing new things and representing complex tendency of modern society.

Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

The Understanding for Acceptance of Kitsch and Vernacular concepts in Product Design (키치와 버내큘러 개념의 제품디자인 수용을 위한 이해)

  • Ryu, Seung-Ho;Moon, Charn
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.199-208
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    • 2005
  • This study analysis if the concepts of kitsch and vernacular remains as cultural elements for product design. Because their function and aesthetic value have vivid possibilities for general product design fields. For the purpose, this study limits its range within post modernism, kitsch, and vernacular, and analyzes their relationships. Against functionalism, post modernism had cultural pluralisms to approach into popular styles, and some of them was amusing design. That post modernism designs stimulated human beings' emotion by decorations or some symbolic forms from specific objects is similar to the symbolism, regionalism, or pluralism of kitsch or vernacular. Kitsch is a free style that is not limited in any specific trends. It is a Meta culture that has influenced into various fields including design, so kitsch does not have a parallel position with a product or design. In product design, kitsch is the behavior and result of imitating existing objects' images. It could have amusement according to which objects are imitated. So if human beings feel amusement by kitsch, it could be same as the direction of post modernism. Kitsch is determined by design atmospheres. They cannot be specified abjectly, and can be different according to people. With symbolism and regionalism, kitsch and vernacular appeared according to people's needs. While kitsch is consumer's tastes-oriented, vernacular is cultural tradition-oriented. Kitsch has symbolism that specifies products' functions or design concepts, and it is a communication method between human being and products. Because vernacular is province-oriented, it has a lot of styles according to regional living environments and cultural differences. So vernacular design reflects continued traditional lifestyles. By restorative memory, regionalism, cultural pluralism, amusement, and symbolism, kitsch and vernacular could be understood the sub or parallel concepts of post modernism. They might be easily miss-understood mixed concepts that have western and national characters. But in kitsch and vernacular concept, modernizing pas by using the pluralism of post modernism should be considered positive. So, the range of the further study is also supposed to be focused on more widened fields to, to establish cultural identification in design.

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