• Title/Summary/Keyword: Amusement theme 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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Research on Recognition of Graphic Symbols in Amusement Park: A Case Study of Taiwan's Theme Amusement Park

  • Hsu, Yao-Wen;Chung, Yi-Chan;Chen, Ching-Piao;Tsai, Chih-Hung
    • International Journal of Quality Innovation
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    • v.9 no.2
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    • pp.79-89
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    • 2008
  • Each amusement park has a wayfinding system, while symbols are important mediums to guide tourists to find their destinations. It is very important that whether the meanings of symbols recognized by tourists immediately. This paper mainly discusses the recognition of graphic symbols in amusement park, and proposes the improvement suggestions. Materials for this study were drawn from 20 different graphic symbols of a theme amusement park in Taiwan. The testees were required to evaluate the design of graphic symbols based on symbolic meaning and graphics recognition to summarize the confusion matrix. The results show that there are three groups of graphic symbols easy to be confused, and five symbols not meeting a criterion of 67% correct responses. The reasons were discussed, and improvement and relevant suggestions have been proposed, which may be helpful to redesign of symbols.

The Design and Implementation of a Reservation System for Amusement Facility using Near Field Communication (비접촉식 근거리 통신을 이용한 놀이시설 예약 시스템의 설계 및 구현)

  • Kim, Dong-Hyun;Kim, Jeong-Min;Gu, Gae-Hyun;Ban, Chae-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.11
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    • pp.1061-1068
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    • 2016
  • A theme park runs various programs to provide users entertainments. Among the programs of the theme park, amusement facilities are the most favorite ones used by the users. However, Since the waiting time of the amusement facilities becomes increasing due to the large number of the users, the satisfaction of the users is diminished heavily, To solve this problem, we propose a reservation system for amusement facility using near field communication. In the proposed system, a server appends the user to the waiting queue of the amusement facility when an user contacts the reader of an amusement facility using NFC, If an clock approaches to the time that the user will exploit the amusement facility, the server notifies to the user. The implemented reservation system has the benefit to provide the user chances to exploit other programs during the waiting time.

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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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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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
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    • v.12 no.11
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    • pp.432-445
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    • 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.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

A Study on the Behavior of Safety Accidents in Theme Parks (테마파크에서의 안전사고 발생행태에 관한 연구)

  • Yoo, In-Jong;Kim, Tae-Ok
    • Journal of the Society of Disaster Information
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    • v.15 no.1
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    • pp.133-142
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    • 2019
  • Purpose: This study aims to investigate and analyze the status, form and the cause of accidents that occur in theme parks. Method: For the study, we investigated safety accidents of overseas theme parks that were reported to the media using newspaper search program. It also analyzed 710 safety accidents that were collected by the Korea Consumer Agency (KCA), Korea Association of Amusement Parks & Attraction (KAAPA) etc. Results: Overseas theme parks reported by the media have been occurred 40 to 60 times every year. According to the survey data alone, there are 87 safety accidents annually in domestic theme parks, and there are certain patterns in the types of accidents and injuries. Conclusion: This study intends to identify the types and causes of various safety accidents that occur in theme parks, and establish and implement effective safety accident prevention measures.

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

  • Lee Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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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.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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