• Title/Summary/Keyword: Amusement

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On Studying Utilization From of Children Amusement Facility in the Apartment Housing (아파트 단지내 아동 유희시설의 이용행태에 관한 연구 -전주시 아파트단지를 대상으로 -)

  • 임용민;김홍배
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.59-67
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    • 2003
  • The development of science technology and high growth of economy have influenced on the change of living environment and have changed people's way of thinking and behavior. Also, apartments has appeared to solve the shortage of housing in cities. This study has a thorough grasp about problems of juvenile playground in the apartments and comes the following conclusion as a result that all sorts of details for amusement behavior have been analyzed. First, juvenile playground should be harmonized with nature, and needs a construction of amusement place that include fixed amusement facilities. Second, for a constitution of dynamic amusement place, a school playground should be opened in the public and parking lots should be utilized for dynamic amusement place in a different time. Third, juvenile playground should be classified by age, especially infant amusement facilities should be installed where a landscape architecture has placed between buildings. Also a daylight should be shined into the place, under considering the installation of bench for parents and rest space. Fourth, a location of amusement place is needed a careful consideration of the environment and building placement, in addition that suitable distance should be set up for children to come into contact easily. Fifth, insufficient things should be complemented as compared with the standards of foreign amusement facilities and guideline should be suggested for maintenance and management of amusement place.

Regulation System of Amusement Place Business : The Quickening Period of the Game Legislation (유기장업 관리체제 : 게임법제의 태동기 연구)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.43-54
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    • 2009
  • This paper is written for analyzing the history of the Korean game legislation system. The regulation system of amusement place business that is discussed in this paper was started at the Enforcement Rule of the Amusement Place Act of 1973. It was maintained till 1999 and comes under the quickening period of the current game legislation. The legal regulation of this times was accomplished through the Amusement Place Act, the Amusement Place Business Act and the Public Health Act. The amusement place business was differentiated into the athletics facility business, the amusement facility business and the game proffer business of current legislations. The game proffer business succeeds to the kernel of the regulation system of amusement place business. Therefore, The basis of the current game legislation was constituted in the times of the regulation system of amusement place business. Two cores of the regulation system of amusement place business, (1) the separation of the amusement instrument and the speculation, (2) the regulation of a place of business, are still the important issues of the current game legislation.

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Analysis of Domestic Apply Actual Condition about the Facilities of Amusement Electric Train (유희용전차의 시설에 관한 국내적용실태 분석)

  • Kim, Han-Sang;Kim, Chong-Min;Kim, Gi-Hyun
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.326-329
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    • 2004
  • The electric train is a kind of amusement ride and it is installed in a lot of amusement parks. The object of this study was to analyze and to find out of problem about electrical facilities of amusement electric train. For the purpose of this study, we give careful consideration to the technical standard to be Notification of the Ministry of Commerce, Industry and Energy and foreign electrical codes and we carried out an actual condition investigation on twelve amusement electric trains from among domestic amusement parks. As a result, we could how that there is discrepancy between the electrical regulations and the actual condition.

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Improvement Plans for the Safety Management System of Amusement Facilities (유기시설의 안전관리체계 개선방안에 관한 연구)

  • Lee, Myeonggu;Kim, Sunmi;Lee, Heejung;Jo, Jaeyong;Han, Seokyung
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.3
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    • pp.69-75
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    • 2015
  • In recent society, great and small accidents have happened frequently, so the demands for safety have increased. As numerical increase of tourists who use the amusement facilities, many accidents owing to amusement facility has arisen. The goal of this study is that suggests the improvement plans for the safety management system of amusement facilities. In order to achieve the goal of study, legislations, industrial scale, accident situation, and others relating to amusement facility business were considered in a lot of ways. From a series of study results, improvement plans are suggested for safety inspection, accident compensation insurance, accident investigation, and others relating to amusement facility business.

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.

Analysis on the Use Behavioral Patterns and Use Fluctuation over the Tong-Ch′on Amusement Park (동촌유원지의 이용실태 및 변동분석)

  • 김용수;임원현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.15 no.1
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    • pp.17-37
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    • 1987
  • The purpose of this study is to establish more rational and practical planning theory for amusement park. It analyze and consider the fluctuation of people who come and use the Tong-Ch'on amusement park. The results drawn from this reserch work are as follows; 1. The main visitors of the Tong-Ch'on amusement park are students in their twenties and thirties, and people whose incomes are below 300,000 Won a month. The purpose of visit is for a rest rather than for amusement and user prefer summer, while the user is so rare in wintertime. Those phenomena observed are somewhat different from the real purpose of a amusement park which is on purpose to make profits by offering entertainments to the users. So planner should pay attention to the three points. They are varieties, seasonable diversification and fantastic character of facilties, in the amusement park. 2. The access time of the Tong-Ch'on amusement park was 41 minutes, the use frequency was 4 times a year and resident time was 164 minutes. The relationship of the three factors are as follows; log Y(F) =1.7832-0.0277(A.T) R$^2$=0.75 Y(R. F)=31.8885+3.3217(A.T) R$^2$=0.53 Y(R. T)=224.8959-87.8309 1og(F) R$^2$=0.38 F;Use frequency(time/year) A.T;Access Time(minute) R.T;Resident Time(minute) 3. In the choice of space, there were much differences according to tole user's age, job, degree of education, companion type and purpose of use. 4. There are considerable correlation between use fluctuation and some factors. The factors are season(summer, winter) as a time, temperature, cloud amount, duration of sunshine, weather(rainy-day) as a climate and a day of the week(weekday, holiday) as a social system. The important variables are temperature, cloud amount, duration of sunshine and a day of the week(weekday, holiday) to estimate the user of amusementpark. 5. 1 can reduce the following two types of regression models. 1) log$\sub$e/ Y1 = 6.9114 + 0.l135 TEM + 0.00002 SUN -0.4068W1 + 0.4316 W3 (R$^2$= 0.94) 2) log$\sub$e/ Y2 = 7.2069 + 0.l177 TEM - 0.0990 CLO + 0.4880 W3 (R$^2$=0.95) Y; Number of User TEM; Temperature CLO; Amount of cloud SUN; Duration of Sunshine W1; Weekday W3; Holiday Those model is in order to estimate the user for management of Tong-Ch'on amusement park and use on the computation of facility sloe for reconstruction. Besides the amusement park, city park and outdoor recreation area could estimate of user through this method. But, I am not sure about the regression models because I did not apply the regression models to the other amusement park, city Park or outdoor recreation area. Therefore, I think that this problem needs to be studied on in the future.

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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.

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.

Influence of MTB Members' Amusement Factor on Leisure Commitment

  • LEE, Hwan Yeol;SONG, Youn Sang;HWANG, Woon Moon
    • Journal of Sport and Applied Science
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    • v.4 no.2
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    • pp.19-29
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    • 2020
  • Purpose: This study sought to explore the effects of sport enjoyment on leisure commitment. Research design, data, and methodology: Subjects of this study are members of MTB participation in Seoul and Gyeonggi area and were selected by purposive sampling out of non-probability sampling. 295 questionnaires were collected and 288 questionnaires were used for the study. To analyze data, frequency analysis, factorial analysis, t-test, ANOVA, correlation and regression analysis were employed. Results: First, as for leisure satisfaction and leisure commitment pursuant, there was significant difference in gender, age, the number of participation in weekly leisure, and hours of participation in weekly leisure. Second, regarding MTB participants' amusement and leisure satisfaction competence had significant influence on all the sub-factors of leisure satisfaction and that both achievement and competence had impacts on social leisure satisfaction. Third, regarding effects on leisure commitment, competence of amusement had impacts on cognitive and behavioral leisure commitment. Fourth, regarding relationships between leisure satisfaction and leisure commitment, satisfaction of mental leisure, social leisure, relaxation leisure, physiological leisure and leisure satisfaction had significant influence on cognitive commitment. Conclusions: Summary of above results showed that MTB participants' amusement factor had significant influence on leisure satisfaction and leisure commitment. Implications were discussed. Keywords: MTB, amusement factor, leisure commitment.

The Analysis of Actual Condition and Technical Standards for Electrical Facilities in Amusement Electric Trains in Amusement Parks (유원시설 내 유희용전차의 설치규정 및 국내 적용실태 분석)

  • Kim, Han-Sang;Bae, Suk-Myong;Bang, Sun-Bae;Lee, Gyun-Ho;Kim, Gi-Hyun;Kim, Chong-Min
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.6
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    • pp.100-107
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    • 2004
  • Amusement electric train which is a kind of fun rides in amusement parks is prescribed by the provision of article 252 of the technical standards of the MOCIE(Ministry of Commerce, Industry and Energy) notification. The technical standards which is prescribed on the basis of Japanese technical standards is minimum compulsory standards in Korea. But these early standards can not be correctly applied for current condition of well-developed technical environment In order to improve the early standards, this paper will suggest a reform plan of the current technical standards by means of analyzing actual applied conditions and examining 28 amusement electric trains in Korea