• Title/Summary/Keyword: Theme Space

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Success Model Setting for Historical, Cultural Theme Park Development -With an Example of Korean Culture Theme Park- (역사·문화 테마파크 개발을 위한 성공모델 설정 -한국 문화 테마파크를 사례로-)

  • Kwon, Ki-Chang
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.151-162
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    • 2015
  • A theme park is a complex space, in which held is a performance & exhibition event created to make visitors feel fun and a deep impression through a certain theme. Recently, local governments are increasingly planning for theme parks with the aim of local economy revitalization. Accordingly, this paper set up a development model for a Korean culture theme park after deducting success factors for creating a successful theme park through the case of Korean culture theme park. To be concrete, this paper deducted the success factors through literature research and case research as follows: Setting of themes having identity and consistency; programs that can give fun and a deep impression; convenient support facilities reflecting customers' needs; differentiated marketing for progress in customer attraction power; location linked with cultural resources around a theme park and a space for communicating a message; privately-initiated project promotion and the main body of operation; target setting consequent on market segmentation, and demand forecast, etc. A theme park cannot be successfully operated to contribute to local economy revitalization until such success factors should be closely linked and harmonized with each other. In addition, in order for a theme park to make a continued growth, it's required that problems occurring at the operational stage should be endlessly improved, and contents strengthening should be continuously done in line with circumstances of the times and viewers' eye level.

Development of Opportunity Extraction System for Generating New Research Themes by Using Multi-dimensional Space (다차원공간을 이용한 연구테마 기회발굴시스템의 개발)

  • Kim, Jeom-Bok;Gwon, Cheol-Sin
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.103-111
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    • 2005
  • In this paper, we have designed a deployment process system that extract and integrate information related to technology and market opportunities through searching for external environment and internal condition on multi-dimensional space in order to generate new research themes. It is expected that this theme extraction model could be contributed to the maximization of R&D productivity by systemization of the opportunity extraction process for generating research themes in R&D center or laboratory.

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Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.19-30
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    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

A Study on the Public Space Design using Storytelling Method - Focus on the Street Design Project in Itaewon - (스토리텔링 기법을 이용한 공공공간 디자인에 관한 연구 - 이태원 거리조성사업을 중심으로 -)

  • Woo, Sung-Ho;Park, Suk-Soo
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.245-252
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    • 2010
  • The element of the civic size is much more emphasized than that of the past national size in competitiveness of the information society and knowledge based society like today. It is for the beautiful and fresh civic creation like the civic size industry, historical culture, and environment to be the competitiveness. Especially, the city of elegant and specialized space is a role of enhancing the quality of the city than any other area. Recently, Seoul is decided as the capital of the world design in ICSID held on San Francisco at 2007. It is an opportunity for the Seoul to leap as the design city which made a miracle of the Han River as the industrial city. However, the local history, the axis of the traditional time, the axis of the space, and the direction of the local development are deficient, because the public design business is progressed in very short term and at improvising which has been done in local government. It is impossible for people to take part in actively and it is fallen down for the city to make a sustainable possibility. In this paper, I would like to find out how to make the local identity and help the local activity. It is suggested to make the fun, comfortable and playing street using the theme street by storytelling. Eventually, the object of this paper is to review the effectiveness of the method where the Itaewon of design Seoul street construction business is applied by the theme street of the storytelling.

Analysis of Success Factors For Creating A Korean Theme Park - With a Focus on Culture Contents-Based Theme Park Strategy - (한국형 테마파크 조성을 위한 성공 요인 분석 - 문화콘텐츠 기반형 테마파크 전략을 중심으로-)

  • Lee, Kee-ho;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.321-359
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    • 2018
  • A theme park, in general, can be defined as a space that has both 'theme factor' and 'hands-on factor'. But theme parks in Korea are not recognized as having unity even though they provide diverse services, because they lack in a theme factor, which is the essence of a theme park. On the other side of the issue, themes and concepts that a theme park claims to stand for are not consistent, and they fail to provide representative themes as well. For this reason, although a business plan to invite overseas theme parks is pushed ahead, it causes a vicious circle to weaken the competitive edge of domestic theme park industry as well as capital outflow. Consequently, from a theoretical viewpoint, a theme park with no specific theme is in critical situation to be out of the limelight by failing to provide visitors with purposefulness and attract their attention. To overcome the limitations in domestic theme park industry, and to gain profitability and expanded customers lie in heightening their receptiveness through creating unique image of each theme park. With the awareness of the issue, this study aims to propose a theme-centered park which has culture contents in it and to suggest a viable alternative that helps to create hands-on theme parks that reflect customers' receptiveness.

A Study on the Relationship between System of Exhibition Contents and Structure of Exhibition Space in Nature & Science Museums (자연과학계박물관의 전시내용구성체계와 공간구조 상관성에 관한 연구)

  • 임채진;정성욱;신혜진
    • Korean Institute of Interior Design Journal
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    • no.41
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    • pp.180-189
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    • 2003
  • This study aims to understand the correlation between system of exhibition contents and structure of exhibition space in nature and science museums. So, in this paper it deals with 10 examples of overseas nature and science museums as analytical objects, using Space Syntax as an analytical tool. In conclusion, the system of exhibition contents of nature & science museums can be divided into field and theme, and subdivided into total 6 systems according to categorization and integration. The system of exhibition contents by field is generally characterized by unconstricted access and system of exhibition contents by theme is generally marked by high visual openness. And the system of exhibition content according to categorization is characterized by strong concentration on exhibitory convex and its wide distribution.

A Study on Criteria of Selecting Artwork According to Artwork's Location in Architectural Space (건축공간내 미술장식품의 설치위치에 따른 선정요인에 관한 연구)

  • 김남효
    • Korean Institute of Interior Design Journal
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    • no.39
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    • pp.20-27
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    • 2003
  • The purpose of this study is to provide a practical guide for selecting architectural artwork and analyze relationship between artwork and interior space & facade. The problems with many outdoor artwork did not make the characteristics of the specific environment and did not form a big flow in the urban contextualism. Choosing the artwork, architectural environment for artwork is very much part of the designers' task. When artwork is to be specifically acquired for a particular projects, designer and client must work together to make choices and plan placement. The data are collected through evaluation surveys of college students and graduate students majoring in interior architecture & design, and analyzed by using SPSS-WIN program to find the major characterized factors. It is concluded that architectural artwork should be constituted with nine major factors of interior space - theme/scale, situation/contemporay accord, finished materials harmony, line/two-three dimensional form, proportion/rhythm, sequence, natural/artificial form, abstract/reality expression, originality - and eight major factors of facade - situation, abstract/reality expression, finished materials harmony, theme/sequence, natural/artificial form, proportion/rhythm, static/dynamic expression, originality/. contemporay accord.