• Title/Summary/Keyword: Amusement park

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The Characteristics of a Life Cycle of a Theme Park - A Case Study of Everland in Yongin, Korea - (테마파크 에버랜드의 수명주기 특성)

  • Park, Yang-Choon;Choi, Jeong-Su
    • Journal of the Korean association of regional geographers
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    • v.8 no.1
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    • pp.20-39
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    • 2002
  • The purpose of this study is to analyze the characteristics of a life cycle of a theme park through looking at Everland in Yongin, Korea. The life cycle of Everland is divided into four stages. In "initial development" stage(1976 - the mid-80's), Everland become inclined the characteristics of an amusement park by constructing the amusement facilities in the Flower Center(botanical garden). In "growth" stage(the mid-80's - the early 90's), Everland had full grown to the amusement park and inclined to a theme park. In "maturity" stage(the early 90's - the mid-90's), many visitors were not motivated to re-visit Everland because the facilities and events did not change often. Therefore, Everland makes plans for multiple theme park. In "rejuvenation" stage(after the mid-90's), Everland has practiced the plans for multiple theme park and has become the family and accommodating-oriented theme resort park. Since 1976 when Everland was opened, it has evolved from an amusement park to a theme park by creating various and continuous innovations in facilities and events.

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A Study on the Grotesque in Modern Fashion - Women's Fashion Collections since 2000 (현대패션에 나타난 그로테스크에 관한 연구: 2000년 이후 컬렉션을 중심으로)

  • Park, Sun Young;Kim, Jeong Mee
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.13-25
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    • 2014
  • The purpose of this study is to investigate the concept and characteristics of 'grotesque,' examine the aesthetic characteristics of grotesque reflected in arts and dress, and modern fashion. The findings are as follows: 1) Grotesque indicates unnatural, unpleasant, and exaggerated that it upsets or shocks person. The characteristics of grotesque include terror, abnormality, unreality, amusement, disgust. 2) The grotesque art represented terror, abnormality, unreality, amusement, disgust by disordered form, nonnatural things, evil world, unorthodox methods, unrealistic image, strange dreamland. 3) The grotesque dress represented terror, abnormality, unreality, amusement, disgust by exaggerated silhouette, exaggerated adornment, excessive decoration, incroyables, using exaggerated silhouette, crinoline silhouette, bustle silhouette, surrealist style, extraordinary materials, glam rock style, unique silhouette, cyber look. 3) Terror was implied in the punk look suits of Junya Watanabe, and exaggerated outers of Viktor & Rolf. Abnormality was shown in the atypical suit of John Galliano, Junya Watanabe's dress decorated with the extreme ruff, Thom Browne's suit of abnormal proportion. Unreality was reflected in the architectural dress of Gareth Pugh, Mermaid dress of Giles, the surreal suit of Jean-Charles de Castelbajac. Amusement was represented in the amusing suit of Gareth Pugh, John Galliano's dress of sexual perversion. Disgust was reflected in the decadent dress of Thierry Mugler, Undercove's suit, and the ensemble of shocking details.

A Fundamental Study on Amusement Rides Design of Theme Park (테마파크의 탑승놀이기구 디자인을 위한 기초연구)

  • 이호숭
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.42-43
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    • 2000
  • 테마파크의 주요특징은 일상성을 완전히 차단한 상상의 세계이자 비일상적인 유희공간으로서 그곳을 찾은 방문객들은 현실생활에서 벗어나 적극적 참석자의 입장에서 위락시설을 즐긴다는 점이다. 본 연구는 고부가가치 차세대산업 혹은 21세기형 첨단문화산업이라고 불리는 테마파크의 개념을 고찰하고, 다양한 탑승놀이기구 가운데 물리적 운동특성에 따른 대표적인 기구를 선별하여, 그것들의 종류와 탑승자의 신체반응 및 그에 대한 안전사고 요인 등을 조사하였다.(중략)

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A Study on the Preference and Introduction of the Outdoor Play Facilities for Children in a Metropolitan Area (대도시지역 어린이의 실외 놀이시설 선호와 시설도입에 관한 연구)

  • Kim, Gyeong-Su;Baek, Tae-Kyung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.1
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    • pp.13-24
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    • 2015
  • Busan Metropolitan City lacks leisure-oriented spaces for children compared to other cities. Furthermore, it is difficult to maintain the amusement facilities for children scattered around the city due to the fact that they were worn out. To set up a leisure-oriented park for children on the site for children amusement facilities, the present study is concerned about planning children amusement facilities for public use compatible with the new trend for children amusement facilities. For this purpose, a number of case studies, carried out domestic and abroad on developing children amusement facilities, were examined to choose appropriate facilities and feasible project plans were drawn up. Major findings of the study are as follows. First, it is strongly suggested that this project should be promoted because it is a leading pilot project for building children theme parks for each zone in Busan Metropolitan City. Second, it is suggested that field study programs should be run in connection with Busan Metropolitan City Office of Education.

A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

The Ride Attraction Design of Theme Park (테마파크의 라이드 어트랙션 디자인)

  • 이호숭
    • Archives of design research
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    • v.15 no.3
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    • pp.5-14
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    • 2002
  • The amusement design of a large amusement park, including theme park, largely consists of attraction design, the main facilities, and auxiliary facilities design. The purpose of this study was to discuss the physical motion characteristics of major ride, a recently highlighted representative ride attraction, modern people's thirst for stronger stimuli, and some of the right future directions for amusement design. In theme park, there is an growing trend for rides, especially major rides, to be more thrilling, and Newton's Law motion is basically applied. The rides we can often see provides a thrilling experience that is different from that offered by vehicles we use everyday, due to a variety of speed change, namely of acceleration. Every entertainment facilities, including ride attractions, are externally cutting edge with the use of new technology. but internally, poor theme or concept not only makes it difficult to function properly as attraction but poses a severe threat to theme park survival itself. Theme park will be able to exist as a comprehensive entertainment entity, when attractions are designed to have a perfect harmony among story, method and environment with cultural universality.

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An Evaluation of Planning Factors for Theme Park by means of Importance-Performance Analysis -Focused on the Case of Everland- (중요도-성취도 분석에 의한 주제공원 계획요소 평가 -에버랜드를 사례로-)

  • 오정학;김유일
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.4
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    • pp.34-43
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    • 2001
  • Unlike ordinary recreational facilities, an amusement park consists of various entertainment facilities, attractions, food services, souvenir shops and other attribute. The purpose of this study is to survey users´ responses to such attributes and analyze the importance and performance of each attribute, and thereby, ultimately help improve the efficiency of management and operation of the amusement parks. For this purpose, a survey was conducted of Everland users in August, 1999. 420 users were chosen by means of he systematic sampling. All the suers were asked to rate the importance of 14 attributes of Everland at the entrance and all of them were asked to do the same at the exit. As a result, it was found that the attribute rated highest by the users was ´attraction´, followed by ´service´, ´accessibility´ and ´cost´ in that order. On the other hand, it was found that the total average of importance rated for 14 attributes was 3.31, while that of performance was 3.10. As a consequence of analyzing the action grids, it was found that ´appropriateness of the circulation system´ should be improved most urgently. 7 attributes were categorized as ´keeping up good work´, and 6 ones were rated ´low priority´ in terms of improvement. There was no attribute considered to be ´possible overkill´. Meanwhile, as a result of analyzing the difference among groups in order to determine users´ response depending on their demographic and socio-economic variables, it was found that only the ´age´ variable was significant. It is expected that the results that the results of this study would be useful in determining priorities when improving amusement park facilities or their programs.

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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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Children's Play Facilities according to the Classification of Amusement Features (놀이속성 분류에 따른 적정 어린이 놀이시설물 연구)

  • Jeong, Kil-Taek;Shin, Min-Ji;Shin, Ji-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.29-37
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    • 2018
  • This study intends to derive play attribute words to describe the nature of play by analyzing the correlation between play facilities and play attribute words. To investigate play attributes at playing facilities and supplement areas of weakness can provide a balanced play environment. Play attributes words were compiled via a literature review and the importance of each play attributes word was surveyed by experts. The keywords explaining play derived from news articles and references are defined as play attributes words. These words were classified into six broad categories and twenty-six sub-categories. The importance of major play attribute words show: Communication (0.268%) > Imagination (0.201%) > Amusement (0.190%) > Development (0.167%) > Learning (0.108%) > Intelligence (0.067%). Experts have recognized the most important elements are communication and imagination. Each play attribute associated with an amusement facility was separately identified in the amusement facilities installed in 114 children's parks in Seoul. Of the play attribute words, the amusement facilities at Seoul's Children's Park reflected a high frequency in 'development'. Furthermore, the importance of major playing attribute words such as 'Communication' and 'Imagination' were not fully reflected in cognitive play facilities. Therefore, it was judged that there is a need to actively introduce these attributes. This study proposed future improvements by determining weaknesses of amusement facilities in children's parks and analyzing the features and functions of play so as to suggest future improvements.

The Different Analysis of the Preference and Benefits Sought of Smart Clothing based on Demographic Characteristics (인구통계학적 특성에 따른 스마트 의류에 대한 선호도 및 추구혜택 차이 분석)

  • Park, Younghee
    • Journal of Fashion Business
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    • v.23 no.1
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    • pp.1-13
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    • 2019
  • This study aimed to analyze the preference, the factors of benefits sought, and the difference of benefits sought for smart clothing based on demographic characteristics. This survey study used questionnaire. The subjects of the survey consisted of men and women with ages ranging from twenty to fifty years old, who were living in Gyeongnam region. For the collected data analysis, Factor analysis, t-test, ANOVA, and Duncan multiple range tests were used by SPSS 23. The results obtained were as follows. The different analysis results for smart clothing based on demographic characteristics showed a significant difference with respect to marital status, age, monthly income, and occupation, but showed an insignificant difference with respect to gender. The factors of benefits sought for smart clothing were extracted from five factors-pursuit; image innovation and improvement, pursuit of healthcare, pursuit of body protection, pursuit of amusement and pleasure, and pursuit of hi-tech function. The different analysis results of smart clothing according to demographic characteristics showed a significant difference for pursuit of healthcare only with respect to gender, for pursuit of image innovation and improvement, healthcare, amusement and pleasure, and hi-tech function with respect to marital status, for pursuit of image innovation and improvement, healthcare, amusement and pleasure, and hi-tech function with respect to age, for pursuit of healthcare and body protection with respect to monthly income, and for all five factors with respect to occupation.