• 제목/요약/키워드: amusement design

검색결과 108건 처리시간 0.03초

가상현실을 이용한 놀이공원 게임 개발 (A Development of Amusement park Game using Virtual Reality)

  • 이정민;박소리;윤동원;이종무;김성수;서동희
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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보가티료프(P. G. Bogatyryov)의 이론을 적용한 무대의상 연구 - 가면극 '소라별 이야기'를 중심으로 - (A Study on Stage Costume based on P. G. Bogatyryov's Theory - Focus on Mask Theatre "The Story about Sora's Star" -)

  • 김장현;김영삼
    • 한국의류산업학회지
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    • 제14권6호
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    • pp.889-897
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    • 2012
  • This study suggests a direction for stage-costume design by making stage costumes based on amusement, eclecticism, and the masquerade, which are the criteria for approaching stage costume designs according to characteristics of the mask theatre presented by P. G. Bogatyryov. The conclusions of this study are as follows. First, criteria to approach stage costume design for mask theatre can be classified into amusement, eclecticism, and masquerade according to the characteristics of the mask theatre presented by P. G. Bogatyryov. Second, the stage costume of a mongrel dog showed amusement through the expression of the image of therianthropy through the combination of a fur-lined vest and wristlet, Korean traditional trousers with the paw-prints of a dog. Third, eclecticism contains diverse characteristics and escapes from being singularly defined due to the fusion of severally different heterogeneous objects. The stage costume differently used a method of wearing clothing in a different period, of choosing clothing materials, and of expressing color in every character to indicate ambiguity to which the drama points through the integration of various expression elements. Fourth, the masquerade present characters (Taembang, Daejang, and Changseok)who simultaneously play the role of fairies after having changed into a white mask and having worn Korean a traditional overcoat (Durumagi) on the original clothes; the, result is the change of the theatrical structure into another time and space inside the theatrical scene of imagination through a concealment of the original clothing.

영어단어 학습을 위한 기능성 게임의 설계 (A Design of Serious Game for English Words Study)

  • 조병호
    • 한국인터넷방송통신학회논문지
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    • 제13권4호
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    • pp.165-169
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    • 2013
  • 기능성 게임은 오락성 보다는 특별한 목적을 의도로 설계된 것으로 다양한 이로운 측면을 담고 있는 게임이라고 정의할 수 있다. 기능성 게임은 일반적인 게임과 비교해볼 때 상호작용을 통한 주요한 순기능 목적이 존재하는 다른 게임이다. 영어교육 게임은 재미 이외에 영어학습이라는 목적성을 가지며 게임유저에게 게임을 통해 학습이 가능하도록 몰입성을 갖도록 하는 것이 중요하다. 본 논문에서는 "신나게 놀며 영어단어 맞히기"라는 기능성 게임을 개발하는데 있어 객체지향 분석/설계 방법인 UML을 이용한 분석 방법과 스토리보드를 이용한 설계 방법을 통해 기능성 게임의 효과적인 분석 및 설계 방법을 제시하고자 한다.

군산 은파유원지 보행자 전용 미관교량 설계 (Bridge Design for a pedestrian of Eunpa amusement park in Kunsan)

  • 김병옥;이상락
    • 디자인학연구
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    • 제18권3호
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    • pp.161-170
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    • 2005
  • 본 연구는 군산시의 은파유원지내에 설치되는 교량에 관한 기본계획 및 실시설계에 관한 연구이다. 본 교량은 기존에 설치되었던 차량위주의 교량이 아닌 보행자를 위한 보행자 전용교량으로 주변경관과의 조화 및 통과자의 커뮤니케이션 행태와 지역의 역사문화를 고려하여 접근되었다. 이것은 기존의 교량들이 기능적인 요소에 중점을 두어 계획되었던 것과는 다르게 진행하는 통과자의 관점과 지역문화진흥 관점에서 계획되었으므로 공간내에서 인간과 커뮤니케이션 행위와 지역과의 상호작용을 이해하는 사례가 될 것이다. 본 연구의 노선계획 및 교량의 형식과 규모, 주탑의 형식 그리고 그 안에 설치되는 다양한 공간들의 구성방법 및 부대시설들을 통해 경관과 인간행태를 이해할 수 있을 것이며, 대상 지역문화의 활성화를 모색하고 교량설계에 있어 새로운 접근방법을 시도했다는데 본 연구의 의의가 있다 하겠다.

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2000년 이후 패션에 나타난 그라피티 이미지의 조형적 특성 (Formative Characteristics of Graffiti in Fashion Since 2000)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권1호
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    • pp.159-167
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    • 2011
  • The purpose of this study is to understand graffiti images in fashion trends since 2000 and to play a guiding role in the development of fashion designs. The methods of this study are an academic literature review as well as practical study through actual case studies about. The formative characteristics of graffiti in fashion since 2000 are summarized as amusement, abstract and improvisation as follows. First, amusement graffiti is humble, weak and unfinished, but the immature and informal characters give people vitality, composure and enjoyment. It stirs up memories of childhood and induces a close affinity and comfort, and so It expresses relaxing and cozy desire. Second, abstract graffiti represents ambiguity and obscurity beyond form. It is born by reacting to equality, symmetry, mechanism, man-created beauty and the completeness of modernism. The characteristics are disorder, uncertainty, incompletion, uniformity, freedom, nature and so on. Third, improvisation graffiti is deeply related to 'indeterminacy' of post modernism which cannot forecast a perfection. This is more important as a process than an effect. Improvisation pursues humanism which denies perfection and determinacy by reaction of new technology.

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패션과 문양에 나타난 펀 이미지의 조형적 특성 (Formative Characteristics of Fun Image in Fashion and Pattern)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권4호
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    • pp.41-50
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    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

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패션에 나타난 동서양 문화 퓨전 이미지의 미적 가치에 대한 연구 (Aesthetic Value of Orient-West Culture Fusion Image in Fashion)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권3호
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    • pp.45-54
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    • 2011
  • The purpose of this study is to help understanding of east-west culture fusion in fashion since 2000 years, to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Tendency of east-west culture fusion in fashion since 2000 years is shape and performance, pattern, accessary. Shape and performance are reinterpreted through east folk fashion transforming on west fashion, pattern shows traditional pattern of each nations, but letters of typical of each nations appears for new pattern which expresses nation identification. Accessary is in the harmony with east -west fashion culture like that without transform. Aesthetic value of east-west culture fusion in fashion since 2000 years is summerised opening, co-ownership, and amusement. First, opening is positiveness of acception and acknowledgment for other. Second, co-ownership turns towards humanism, and proves participating in globalism and really global village. Third, amusement is to express freedom, and to reveal privately emotion concealing in public area.

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조선후기 풍속화에 나타난 여성의 생활상과 복식문화 (Lifestyle and Costume Culture of Women As Shown in Genre Paintings of the Late Chosun Dynasty)

  • 양숙향;이혜경
    • 한국지역사회생활과학회지
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    • 제18권2호
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    • pp.277-291
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    • 2007
  • The purpose of this study was to examine the costume worn by women in daily life according to life scenes depicted in genre paintings of the late Chosan Dynasty. The sentiments and customs of the time were examined to discover how costume culture followed women's lifestyles in the late period of the Chosun Dynasty. First, according to life scenes, a field amusement type costume was the most common garment and a commercial activity type costume was the least common garment. Second, when the form of costume was examined followed by the lifestyle it depicted, the following observations were noted. Women depicted in a housework type lifestyle often wore a Minjeogori. In contrast, women appearing in a labor production type or a commercial activity type lifestyle often wore a Banhoijangjeogori with the width of the coat narrowing gradually according to the trends of the time. In the forms of Chima, the women wore a Duluchima and a Gudlchima for convenience during their work and covered a Haengjuchima over it. Third, women shown in a field amusement type, a home enjoyment type or an affection pursuit type lifestyle mainly wore a deep blue colored Chima and Hoijang or Banhoijang Jeogori. While most of the women depicted in a labor production type, a housework type or a commercial activity type lifestyle wore a natural cotton colored Jeogori and a natural cotton colored and light indigo Chima. Fourth, in the field amusement type and the affection pursuit type lifestyle, the wearing of a headdress during outings of women appeared variously influenced by the strengthening restrictions placed on the women's lives according to the ethics of Confucianism.

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Q-방법론을 이용한 재미관련 영상 검색 시스템의 설계 (Design of Amusement-related Film Retrieving System using the Q-Methodology)

  • 나성준;최이권;신동렬
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2011년도 제43차 동계학술발표논문집 19권1호
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    • pp.245-248
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    • 2011
  • 현재의 영상 검색 시스템은 일반적으로 카테고리 검색 및 분류 검색으로 구성되어 있다. 일반적인 영상 데이터베이스 구축 및 현재의 검색 방법으로는 영상에 대한 재미요인을 분석하여 사용자에게 제공되지 않는다. 하지만 본 논문에서 제시하는 Q-방법론을 사용하여 영상을 분석하였다. Q-방법론에 의하여 분석된 영상은 영상 서버에 저장되며 영상 위치와 분석된 영상 디스크립션 및 재미요인은 데이터베이스에 구축하였다. 또한, 카테고리 검색 및 분류 검색에 대한 단점을 보강하기 위하여 키워드 검색시 색인 사전을 참조하여 온톨로지 검색에 대한 기능을 강화하였다.

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