• Title/Summary/Keyword: theme parks

Search Result 99, Processing Time 0.021 seconds

Analysis of Present Situations on the Cultural Contents of Korean Royal Costumes (한국궁중복식의 문화콘텐츠화 현황 분석)

  • Park, Ga-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.7
    • /
    • pp.1014-1024
    • /
    • 2009
  • The cultural content industry can be stimulated by the production of content based on Korean traditional culture such as Korean court culture. At present, the use of royal costumes of various Korean dynasties for content creation is rare. Less than ten government-supported projects managed by the Korea Culture & Content Agency (KOCCA) are related with Korean royal costumes. Only a handful of tourism-related cultural products (e.g., souvenirs and theme parks) are related to this subject. Fortunately, there are many events that demonstrate traditional court ceremonies; however, there is a need for more investment in academic research to ensure accurate reproduction. There are a number of issue in utilizing traditional royal costumes to produce cultural content that include: a lack of understanding the importance of Korean royal costumes, discrepancies of the content produced based on the historical context, a lack of public knowledge or support, and the lack of the historical accuracy of reproduced content. In order to benefit the most from royal costumes, this article suggests recreating the costumes as a source for further content creation, the development of a database to store information by design features and itemized topics, along with the active support of the government.

Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.3-13
    • /
    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

Analysis on Theme Park Using Experiential Marketing and Sponsorship Marketing : The case of Kidzania (체험마케팅과 스폰서십마케팅을 활용한 테마파크의 운영 분석 : 직업체험 테마파크 키자니아 사례를 중심으로)

  • Kwag, Kyoung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.11
    • /
    • pp.432-445
    • /
    • 2012
  • Company cooperates with amusement parks to do experience marketing for it's product and service. Company can reduce risk from marketing failure and amusement park can get economic support from company. So sponsorship between company and amusement park is 'win-win' relationship. This relationship finally makes new paradigm of amusement park industry, named 'Kidzania'. This research analyzes experience zone of 'Kidzania' using 'experience economy' by Pine II, B. Joseph and Gillmore, James H. I'll find sponsorship management of this amusement park and make a proposal that how to maximize the effect of amusement park.

Remediation in Tradition Theatrical Stage Design (전통적 연극무대디자인의 재매개)

  • Jung, Min-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.12
    • /
    • pp.207-213
    • /
    • 2008
  • For decades, we have filled our theme parks, shopping malls, a streets and etc. with complementary or competing medias. These spaces have remedied newspapers, magazines, radio, TV and film or have been the object for remediation. Because there has been no remediation in traditional theatrical stage design, many problems come along with the design, which makes audiences hard to feel the sense of presence. It's time to have systematic research to find a way out for the solution of traditional theatrical stage design. This study suggests the solutions for remediation of traditional theatrical stage design, so we are going to research with laying emphasis on the cooperative works between the fields of theatrical stage design and the Visual Effects par that forms extensive and diverse portions. The proposal for remediation of traditional theatrical stage design with practical use of Visual Effects will create economical higher value-added through the systematization of close and cooperative work between the fields of Visual Effects and theatrical stage design. In addition, the systematization of the cooperation of these two parts will make another communicative paradigm that audiences have never been able to experience before in traditional theatrical stage design.

Landscape Design of Gyeong-In Ara Waterway (경인 아라뱃길 친수경관 기본설계)

  • An, Byung-Chul;Shin, Hyun-Don
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.2
    • /
    • pp.119-129
    • /
    • 2010
  • This study concerns the design strategy for the waterside of Gyeong-In Ara Waterway, Korea’s first constructed canal. This design focused on the creation of a new paradigm for waterway landscapes the major factors of which were geographical advantage, value of landscape and efficient approach. As the major space plan for the waterfront formed through the Gyeong-In Ara waterway from the Yellow Sea to the Han River, eight good views of the waterfront zone were designed by utilizing the waterway as a scenery viewpoint and, by constructing two traffic lanes for the scenic parkway connecting Incheon and the Gimpo terminal, both a linear greenway as well as various waterfront facilities were also designed. A boardwalk and bike path connecting the major theme parks were planned, and a waterfront pocket park was then organized based on the bike path. In this study, the result of the new waterfront result from the Gyeong-In Ara waterway was planned to have an identity as a new waterside culture space in order to achieve multiple functions including environmental, cultural, leisure, and tourism as well as management programs based on a variety of applied culture content and story-telling.

A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.11
    • /
    • pp.2723-2728
    • /
    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

The Potential Assessment and Creation Programming of Biotopes in Small and Medium City in Korea (우리나라 중소도시 비오톱 공간의 조성방안)

  • 정문선;이명우
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.28 no.4
    • /
    • pp.75-90
    • /
    • 2000
  • This study suggests the methods of the assessment and creation of biotopes in small and medium sized cities, in Korea. For this purpose, Chonju city was selected to classify and asses the biotope types. Moreover, relevant legislations to conserve and enhance urban biotopes were examined. The results of this study are as follows: 1) There were two approaches to asses the potential of urban biotopes in medium-sized cities. One was the urban scale evaluation for urban green spaces and the other was the biotope scale evaluation for the classification and evaluation of biotopes. 2) The urban scale evaluation was developed through overlaping analysis of landuse and vegetation factors. This study also included the conception of watershed. In this conception, three watersheds in Chonju city were characterized. According to these characteristics, individual programs for conservation and enhancement of urban green space were suggested. 3) For the biotope scale evaluation, Selected site was inclusively mapped and field investigation actually was carried. There were total 9 types of bitopes. Especially landuse was appeared in various evaluation items were vegetation structure, area of green space, condition of vegetation and vegetation profile. Mt, Gonji and Dukjin park, Chonbuk national University and fields were evaluated highly I the potential. 4) The biotope programs were based on the results of assessment and physical characteristics of biotopes. The uniform and simple levels on vegetation must be modified with various levels of vegetation structure and vernacular plants. And the physical characteristics like Points, Corridors and Patches can be organized by the conception of biotope networking theory. 5) The proper legislative environment was the clue elements for the biotope programs. Until now, only five types of parks and two types of green space are defined and the minimum size of green space has been proposed by the law. So, it is necessary to enlarge the conception of green space in legislation and improve the quality of green space by amending the related regulations. This study has limitation because it was selected only in Chonju. Through the continuous studies, we need to apply this other small and medium sized cities, South Korea. Also the data collection and management of theme maps such as actual vegetation, landuse and a soil must be done preliminary.

  • PDF

A Study on City Image Management for City Marketing - Quantitative Analysis to Derive Management Programs of City Image - (도시마케팅을 위한 도시이미지 관리방안 연구 - 도시이미지 관리 프로그램 도출을 위한 정량적 분석 -)

  • Byeon, Jae-Sang;Cho, Ye-Jee;Choi, Hyung-Seok;Kim, Song-Yi;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.35 no.4
    • /
    • pp.81-89
    • /
    • 2007
  • Urban landscape represents a city's internal identity as well as external form. Therefore, urban landscape and image planning has to involve marketing strategies to deliver the economic growth and regional revitalization through recreating the environmental and cultural value of the city. This study intends to develop practical city image management programs as city marketing tools which consider opinions of local authorities, related experts, and residents. To achieve this purpose conjoint analysis was applied on three components which symbolically reflects features of assets and resources in Anseong. This study can be summarized as follows: 1. The first consideration for Lake Geumgwang is to develop farm experience Programs on waterside fields. 2. The rot consideration for Bauduki Festival is to make efforts for public relations(PR) to be able to merchandise festival-related goods and develop unique products. 3. The first consideration for Anseong Grapes is to build leisure-oriented theme parks for local farm products. This study is meaningful to develop the efficient and quantitative management method of city image for marketing. The integrated approach to the management programs to reflect opinions of local policies, experts and citizens is expected to become a useful foundation in studying city images and marketing.

Comparative study of cultural tourism industry in Korea and China - Focusing on local cultural tourism products - (한·중 문화관광산업 비교 연구 - 지역 문화관광상품 중심으로 -)

  • Hwang, Gyun-Jeong
    • Journal of Digital Convergence
    • /
    • v.18 no.8
    • /
    • pp.97-102
    • /
    • 2020
  • In this paper, the concept of the diversified cultural tourism industry in Korea and China was summarized and the research direction was suggested. Also, the characteristics and status of the cultural tourism industry were analyzed. As a characteristic of the cultural tourism industry in both Korea and China, it exhibited similar cultural tourism forms such as performances, theme parks, festivals, and museums. Korea had a unique cultural tourism form called Hallyu cultural tourism, and China is also a rare cultural arts complex in Korea. And has developed cultural tourism. The strength of the Korean culture and tourism industry is that it is rich in cultural resources and possesses many assets with cultural contents, and the strength of the Chinese culture and tourism industry is that it has abundant tourism resources and huge economic power. As such, Korea and China with many similarities were found to be a country with high interest and potential in the cultural tourism industry, which is growing into a high value-added industry in the future. In addition, in order to continuously and stably develop the cultural tourism industry, continuous efforts and interests and proper research must be conducted so that the two countries can coexist with each other.

Development of Automated External defibrillator training simulation using Virtual Reality (가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발)

  • Im, Jeongsu;Lee, Yeongkwang;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.350-352
    • /
    • 2017
  • Virtual reality technology was initially developed for entertainment purposes such as games, movies, sports, and theme parks, but gradually expanded to a number of industries such as education, e-commerce, and health care,. Therefore, safety education content incorporating VR is also rising rapidly. However, the program activity on safety education in our country is still insignificant. Although rescue of patients with acute cardiac arrest using defibrillators is one of the most representative safety education, in 2014, defibrillators are rarely used in Korea to save the lives of patients and there are very few cases of using defibrillators. The use of automatic defibrillators and the importance of knowing how to use them for expanding accessibility are necessary. However, it is not easy to provide experience education only after completing the safety education in simple theoretical education. In this paper, we propose a automatic defibrillator training simulation system using virtual reality that can be freelu trained at any time.

  • PDF