• 제목/요약/키워드: amusement design

검색결과 108건 처리시간 0.033초

전통적 놀이 공간 개념을 적용한 테마파크에 관한 연구 - 국내.국외 테마파크의 비교를 중심으로 - (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 -)

  • 이미경
    • 한국실내디자인학회논문집
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    • 제14권1호
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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.

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

  • 윤은경;김형우
    • 한국실내디자인학회논문집
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    • 제23권3호
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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.

초현실주의 오브제를 모티프로 한 다목적 패션 디자인에 관한 연구 (A Study on Multipurpose Fashion Design with the Motif of Surrealist Objects)

  • 은숙;이연희;박재옥
    • 복식문화연구
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    • 제15권1호
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    • pp.68-80
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    • 2007
  • Surrealism's method of expression and inspiration has been a continuous influence on fashion. What is important is how to identify and research a source of inspiration, and how to use this inspiration to guide the designs that can be worn on a real human body. Therefore, the purpose of this study was to show how to develop ideas and designs from Surrealist objects and how to contribute to the development of designs to the diversity in visual and functional effects along with the changes in consumer's interest. Documentary studies about Surrealism and Surrealist-inflected fashion applying the works of Surrealist and fashion images as a tool of historical research were proceeded. And the ideas for theme, the motifs for print patterns, and the concept of designs were borrowed from Surrealist objects touching on the imagery between the real and reflected, optical and artificial, and the designs were developed with several different visual and functional effects changing color, pattern, size, and length with the function of zippers in each item. It also gives the person wearing it amusement because it includes the concept of play and D.I.Y. With effective planning, it is possible to attract consumer's interest in the market.

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온라인 게임 리니지II 캐릭터 패션에 나타난 바디 이미지 분석(分析) (The Analysis of Body-Image on the On-Line Game Lineage II Character Fashion)

  • 진경옥;서정립
    • 패션비즈니스
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    • 제8권5호
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    • pp.144-154
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    • 2004
  • The purpose of this study is to consider the characteristics of character's body-image throughout the on-line games and with this study we researched the symbolic meaning reflected by the character's body-images throughout the fashion. The characteristics of the body-images presented in modern fashion is expressed in 4 features on Lineage II game. First, it adopts the ways in which modern fashion expresses the erotic image and represents various sexual stimulation, which can not be represented in the real world, in cyberspace. Second, it expresses the beauty and taste in sensitivity by exchanging the items, which are the features of body-image, each other as the neutral body-image and pursuits for the double side feature between males and females by dismantling the point of view to sex. Third, it shows the new value system different from the existing one by using extraordinary items and materials that you've never seen in real fashion as the abnormal body-image expressed in informal and inaccurate principal of deformation. Fourth, it show the body with the items which induces more interest and curiosity than the real world do as the humorous body-image accompanying with childish amusement and pleasure.

The Design and implementation of the game for improving disabled children's intelligence

  • Kim, Jong Kyum;Kweon, Soon Nyu
    • 한국컴퓨터정보학회논문지
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    • 제21권6호
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    • pp.39-46
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    • 2016
  • In this paper, I proposed the general children's games and showed the design and implementation of children's games which are non-violent, emotionally helpful and good for the development of intelligence. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Most of contemporary games are violent to children. To solve such problems, I designed and implemented the game which is not violent but educative and child-friendly. These days, entertainment games or Internet online games have been developed highly biased to children's interest and amusement rather than children's intellectual development. Usually, disabled children are inferior to normal children in movement of their hands and bodies. Therefore, it is hard for them to follow speedy games. This paper shows that the proposed intellectual development of the game can help disabled children not to be violent and to be more intelligent. That was proved by the results through the question investigation. According to the survey, disabled children's any violent actions were not reported after they played this game. Also, this game helped their intellectual development in accordance with the results of this study.

TV 오락프로그램에 나타난 메이크업의 해학미 (The Humorous Beauty of Makeup Shown in TV Entertainment Programs)

  • 김민신;채금석
    • 한국의상디자인학회지
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    • 제16권2호
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    • pp.127-137
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    • 2014
  • The following are summary and result of this study. The purpose of this study was to research into TV makeup types focusing on Korean aesthetics with recognizing importance of Korean thought amid what the global interest pays attention to South Korea thanks to the recent influence of Hanryu(Korean wave). The humorous beauty reflects Korean people's optimistic attitude dubbed the realization of joy, anger, sorrow, and pleasure through opposition and convergence in ambivalent emotion with the superb attitude available for escaping from a stoic life. This is being indicated in the shocking form of embracing the avant-garde experiment through transforming and distorting by positively accepting humor and ugliness, which are the form of distortion and exaggeration, which strive for departing from sorrow through TV entertainment programs. This trend is being shown similarly to the tendency of giving mental satisfaction to human being with amusement while accepting ugliness as new beauty with the de-centralized recognition in the late 20th century. Accordingly, as the makeup of focusing on presenting character begins to be noted even in makeup, the similarity was being shown to the recent trend. This study is expected to contribute to continuous development in our country's makeup and TV broadcasting art field by being expanded the atmosphere of more systematic and in-depth research.

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제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구 (Research on Analytical Method of fun Generating Factor of Product)

  • 강정원
    • 디자인학연구
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    • 제16권3호
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    • pp.221-230
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    • 2003
  • 제품디자인에서 Fun이라는 주제를 표현하기 위해 많은 디자이너들이 심리학적 측면에서의 접근방법을 사용하고 있다. 그렇다면 심리학에서 이야기 하는 Fun발생 메커니즘은 제품디자인에 접목하기에 많은 보완이 필요하다고 본다. 현재 심리학에서는 Fun이라는 감성을 유발시키기 위한 메커니즘으로 어떤 상황을 직면하였을 때 심적 정체를 겪은 후, 어떠한 실마리에 의한 정체의 해소를 겪게 될 때 Fun을 느끼게 된다고 이야기 한다. 심리학적 측면에서 Fun을 발생시키는 메커니즘의 도출은 그 접근 방식 자체에서 인지적인 측면의 Fun만을 이야기 하는 경향이 있다. 이러한 성향은 조형을 가지고 있는 제품디자인을 이야기 할 경우, 제품에서 중요한 역할을 가지는 지각적인 측면의 재미를 충분히 설명하기에는 역부족인면이 있다. 본 연구에서는 심리학에서 다루어지는 인지적 재미요인 이외에 지각적인 측면의 Fun을 제품디자인에서 같이 논의하는 것이 좀더 타당한 접근방법이라는 가설을 세웠다. 이를 위해 지각적 측면의 Fun을 이해하기 위해 키치라는 문화현상 중에 키치제품의 유희성이라는 측면을 도입하기로 한다. 키치제품의 유머러스한 형태를 도출하는 방법을 이야기 하고 있으며 이러한 방법들이 지각적인 측면에서도 같이 적용될 수 있는 것이다. 이러한 가설을 통하여, 내면의 기능적 특성인 인지적 요소와 표면적 고유특성인 지각적인 요소가 모두 거론되어야 실질적인 방법으로 사용될 수 있으리라 생각된다.

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장 폴 고티에(Jean Paul Gaultier) 의상디자인에 나타난 관능미 연구 - 영화 "제5원소"를 중심으로 - (A Study on the Voluptuous Beauty Represented on Jean Paul Gaultier's Fashion Design - Mainly the Movie ${\ulcorner}$The 5th Element${\lrcorner}$ -)

  • 변미연;이인성
    • 한국의상디자인학회지
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    • 제8권2호
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    • pp.37-45
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    • 2006
  • Jean Paul Gaultier, debuted in 1970's and referred to as a bad boy in Paris fashion industry with his abnormal and ingenious ideas such as skirts for men, underwear outfit, etc, is a leading fashion designer. This study nay find its meaning from the fact that this study defines how the voluptuous beauty, one of the figurative beauties inherent in Jean Paul Gaultier's design, expresses in the movie costume and understands the world of the designer's fashion to provide a foundation to fashion designers who are looking for a new area where they can actively involve in. For the study, the 'The Fifth Element (1997)', in which the voluptuous beauty, Jean Paul Gaultier's representative figurative beauty, is fully revealed, and also it is his latest movie he participated in as costume designer, was selected and costume design is analyzed using DVD screen capture program. Also, this study reviewed his design with his collections from 1997 when he was invited to Haute Couture and began to actively perform his works down to date and also referred to numerous materials, fashion magazines, movie magazines, Internet data and etc. From the results of analyzing Jean Paul Gaultier collections, firs, the beauty he is pursuing is projected broadly in three types- the voluptuous beauty from clothing innovation, the voluptuous beauty from unpolished nature, the voluptuous beauty from exposure. Second, the movie ${\ulcorner}$The Fifth Element${\lrcorner}$ is well revealed the world of Jean Paul Gaultier's art presenting visual amusement and variety of attractions. Finally, the results of analyzing costume by characters say that the clothing innovation and the voluptuous beauty from exposure on Leeloo's costume, the voluptuous beauty from exposure on Korben Dallas's costume, the voluptuous beauty from unpolished nature on Zorg and Ruby Rhod's costumes are well shown respectively.

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컨셉추얼 아트의 조형적 특징이 반영된 현대패션에 관한 연구 (A Study on the Contemporary Fashion based on Characteristics of Conceptual Art)

  • 권자영;금기숙
    • 복식
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    • 제57권7호
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    • pp.70-83
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    • 2007
  • Contemporary fashion design has been made a new attempt to extend restricted expressions through fusion with other genres in art. The recognition of fashion has recently been changed not only product but as a piece of work in specific value, concept and meaning created by fashion designer. It is observed that the contemporary fashion design has a notion to persue formative intentions and manners of Conceptual Art in Post-modern era. This study is to define this region of fashion design represented in cultural phenomena as 'Conceptual Fashion', also analyze the formative feature of this from a point of view in Conceptual art. The results which are analyzed according to outward techniques and forms, meanings and elements immanent in aesthetic contemplation of conceptual fashion lead to four distinctive things in such as anti-form, intervention and appropriation, metaphor and detour, process and series. The intrinsic values in conceptual fashion through aesthetic contemplation are indicated the four significant values in the following: the pluralistic interpretation, the parody and amusement, the pursuit of essence and truth and the participation and interaction. Conceptual fashion design is appeared complex not doing separate through classified formative features previously. And It has been evolved as a indeterminate concept which is able to variable elucidation by a non-player, as a instrument for communication on fashion culture which is aggrandized. The purpose of this study is to present of theoretical foundation about Conceptual fashion design and also to make proper understanding about interrelationship between contemporary fashion and art.

통시적 관점에서 본 한벽당(寒碧堂)의 변천과정 (A Study on Transition Process of Hanbyokdang by Diachronic Analysis)

  • 노재현;신상섭
    • 한국조경학회지
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    • 제35권6호
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    • pp.97-109
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    • 2008
  • This study first attempted to catch the transformational affairs and motives of the representative pavilion, Hanbyeok in Honam after its construction. Especially, it re-illuminated the morphologic, significant and functional change process of a pavilion after the early Joseon Dynasty by taking the local scenery, Hanbyeokdang as a sample, and considering the space and scenic characteristics, and diachronically understood its creation process and rebuilt its inherent positional meaning to reach the following conclusion. 1. Weoldanglu, at its early foundation, seems to have stressed the function of a private banquet and lecture hall to train younger students, and served as a reception space. Then the reception function gradually increased, and up to before 1530, it seems to have been called Weoldanglu(月塘樓) or Weoldangwon(月塘院). 2. In 1619, Governor Yoo Saek changed the pavilion name to Hanbyeokdang through the subject of a poem. 200 years after Weoldang's death, it became a public space called Hanbyeokdang, an amusement place in which scholars cultivated great morale, and participated in the sending-off and welcoming of predecessors and successors. This seems to have taken a foothold as a public event or entertainment space for the local administration, Jeonjuboo(全州府) through the remodeling process sponsored by the public. 3. Scenic language such as its indicating name, expression type and surrounding view through old map and so on, the shape of Hanbyeokdang evolved and changed to diverse types after the foundation of Weoldanglu, at the heart of which Hanbyeokdang with its two legs standing at a rock was located. 4. During the late 18th century, Hanbyeokdang seems to have been a wing corridor connected closely to the left corridor of the Jeonju stream bed, whose pattern is presumed to have existed even during the early 19308. Such changes in scenic language make us assume that diverse auxiliary space, a wing corridor, was erected for use as a public banquet and amusement spot of Jeonjuboo Castle, the inherent function of Hanbyeokdang after the mid 18th century. 5. Penetration of Hanbyeokgool and the erection of Hanbyeokgyo caused the change of the ancient shape of Hanbyeokdang. Specifically, a great Hanbyeokgyo passing by the pavilion changed the relative scale, so the pavilion image of pursuing unity with nature has lost the old inherent refinement and visual character.