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Recreation

.............. AN

EXPERIENCE

Recreational Shopping zone in a neighbourhood

PREFACE
Recreation defined as refreshment in body or mind, as after work by some form of play,
amusement or relaxation. Recreation helps restore all energies of people, physically or mentally. Recreation has many synonyms like, amusement, relaxation, diversion, play, fun, entertainment, enjoyment, festivity, hobby, holiday, vacation, pastime, pleasure, game, avocation, refreshment.

Shopping on the other hand is buying necessary things required for needs of people,
through various mercantile. Shopping can be traced back to many civilizations in history. To many, shopping is considered a recreational and diversional activity in which one visits a variety of stores with a premeditated intent to purchase a product. To some, shopping is a task of inconvenience and vexation. More recently compulsive shopping is recognized as an addiction.

Amusement park and theme park are terms for a group of rides and other
entertainment attractions assembled for the purpose of entertaining a large group of people. Since their emergence in the late nineteenth century, amusement parks have provided a visible record of modern culture. Though undeniably landscapes of play, amusement parks reveal more than just society's desire for entertainment and diversion; they signify the formation of a collective identity which gave rise to a new kind of popular culture, centered around leisure and consumption. This thesis is chosen with a view to study and then prepare design proposals in making shopping, with amusement, festivity, and enjoyment a pleasurable recreation experience. The intent of this thesis is to illuminate the various mechanisms needed to organize and implement successfully the making of a

Recreational Shopping zone in a neighbourhood


The goal of this thesis was first to create an understanding of the concepts of shopping as and together with recreational activities and secondly to create an awareness and use of sustainable natural environment through the creation of man-made space based on my learned understanding of the concepts of place that I want every neighbourhood boasting about. What I have learned from this thesis is that there are both shared and personal experiences of any place, inferring that some experience spaces differently than others. Our most meaningful experiences of any place therefore are the personal experiences of that place. It becomes important to recognize both the qualities of a place that will involve the larger whole, while understanding the spatial experiences that allow each individual to become involved in the spaces more personally and in a more meaningful way. This thesis was an important step in my architectural education, one that has allowed me to explore my personal beliefs in such a way that I can better understand human existence and how our physical world is complimented by the spirit of any place. This thesis has influenced me in a way that I hope will impact my architectural thinking and that will always challenge me to better understand our place on this earth and how that understanding should be translated to built form.

DESCRIPTION OF THE PROJECT


The project calls for a design and plan upon 61 acres (250014.39 sq.mts.) of land that will bring together an amusement park, shopping mall complex and other recreation activities in a populated neighbourhood. However, the land selected already has an amusement park by the name of adventure island with a shopping mall in Rohini, the emphasis is on the concept and design form out of need for a similar or better equipped place in any such populated neighbourhood area or sub city.

LOCATION OF THE PROJECT


The ideal location of the project shall be a land measuring approximately around the size of land taken for planning i.e., 61 acres, in a well populated area, having good connectivity to the surroundings of the mega city. For this thesis I have chosen Rohini and the existing site of Adventure Island and metro walk. I shall not be touching the area taken for placing amusement park rides and other mechanical games, but shall be elaborative in planning the areas covered by metro walk and water park including parking lots.

THE HISTORICAL BACKGROUND


The history of amusement parks emerge from America. From 1900 to 1920, the amusement park was a perfect embodiment of the American spirit. It provided a delightful escape from drab, routine city existence.... People of all classes, including the vast immigrant population, could mingle with little regard for the strict social distinctions or mores of the time. Thus the parks reflected the increased democratic character of society. David Nasavv, in his book Going Out: The Rise and Fall of Public Amusements, documents a wide range of entertainment spaces which appeared around this time, including movie palaces, dance halls, vaudeville theatres and baseball parks. Because they attracted a relatively diverse crowd, which came together in search of leisure and entertainment, these places represented a new and important stage in recreational history in the United States. Indeed, Nasaw argues, the rise of public amusements had a profound effect on American society in general, by creating a framework within which a collective cultural identity could begin to form. The culture that grew out of public amusements at the turn of the century was not without precedent, despite long-standing distinctions along ethnic, regional and class lines, early nineteenth-century Americans shared a common culture, devoid of the distinction between "high" and "low" art. Eighteenth- and early nineteenth century entertainment spaces such as opera houses, theatres and auditoriums showcased entertainment "which blended together mixed elements of what we would today call high, low, and folk culture," and were characterized by an atmosphere which encouraged audiences to act as both spectators and participants. As the century came to a close, however, American society had become fragmented and hierarchical, and the new popular culture that emerged differed significantly from its predecessor: Twentieth-century Americans, especially in the palaces they built to the movies and in their sporting arenas, continued to share public space and public culture. But with a difference. Cultural space became more sharply defined, more circumscribed, and less flexible than it had been. Americans might sit together to watch the same films and athletic contests, but those who also desired to experience "legitimate" theatre or hear "serious" music went to segregated temples devoted to "high" or "classical" art. What distinguished the new popular culture from the old, then, was its placement at the bottom of a cultural hierarchy, and its functioning within an increasingly urban and commercial society. While the economy of the Victorian era was largely industrial, focused on the production of capital goods. By the turn of the century mass production, combined with increases in disposable income and free time, created a consumption-oriented society. The new public amusements emerged at the same

time as department stores and mail-order catalogues, suggesting that consumption was not limited to material goods but rather, that "fun could be bought like anything else. In addition, public amusements in the late-nineteenth and early-twentieth centuries existed on a scale unlike what had been seen before; Brooklyn's Coney Island attracted over twenty million visitors in the 1909 season. Every major American city supported at least one amusement park, and literally millions of people flocked to them. For a period. Philadelphia supported three amusement parks: Woodside Park, which operated from 1897 to 1955. Chestnut Hill Park, open from 1898 to 1912, and Willow Grove, the first, largest and longestlasting of the three. Amusement parks across the country exhibited a remarkable similarity, which both reflected and perpetuated the new mass culture. Although the atmosphere might differ slightly from one park to the next, the basic experience was the same whether one was in Philadelphia or Chicago. The architecture, though of flimsy construction, was invariably exotic and fantastic in its design. Rides were engineered to provide the same thrilling sensations; indeed, parks across the country' offered their audiences the exact same rides, produced by a relatively small number of amusement device manufacturers. Parks competed with one another in an effort to stay up to date, mimicking each other in appearance as well as in the amusements offered, resulting in a homogenization among parks across the country. Cultural geographer Peirce Lewis has noted that, when landscapes begin to look similar despite geographic distance, it is an indication that the differences in the regional cultures that created them have become less pronounced. Homogenization at amusement parks, then, can be interpreted as evidence of the development of a mass culture. Patrons of public amusement were creating the same sense of collective identity through their consumption of leisure activities and shared experiences. Several factors contributed to the rise of public amusements at the turn of the century and to their integration into an increasingly commercialized culture. With growing numbers of immigrants, rapid expansion of the country's urban population and a corresponding decrease in the number of rural dwellers, the concentration of the population in urban centres was a crucial element in the growth of large-scale amusement spaces. Equally important was the increase in discretionary income and leisure time among the working class during this period. At the same time, the concept of "vacationing" long a practice of the upper class - trickled down to the middle and working classes, providing a context of cultural approval, while growing transportation networks facilitated more widespread movement for less cost. Entrepreneurs and transportation tycoons recognized this recreational revolution and exploited it to the maximum, establishing amusement parks across the country, and providing the transportation networks to get there. In sum, by the end of the nineteenth century large numbers of Americans had the time and money to pursue leisure, and they lived in a society which encouraged them to do so. Amusement parks offered their patrons an opportunity to escape their everyday existence. Not only did visitors find themselves in truly fantastic surroundings, but they mingled with people from a wide range of class and ethnic backgrounds, a cross section of humanity unlike most residential neighbourhoods or workplaces. Several sources present strong evidence that amusement parks were frequented by the working classes. Probably the best known is John Kasson's social history. Amusing the Million: Coney Island at the Turn of the Century, which argues that "Coney Island drew upon all social classes and especially upon the rising middle class and the more prosperous working-class visitors, salesmen, clerks, tradesmen, secretaries, shop attendants, labourers, and the like." Even those who could not afford the nickel rides at Brooklyn's Coney Island came just to observe and be a part of the immense crowds, which were as much a part of the Coney experience as the thrills. Kasson cites surveys which indicate that working-class families in the early 1900s frequently spent their meagre recreational budgets on Coney Island excursions, and notes the large numbers of single working-class men and women who came to Coney to meet and be with each other. In

addition. Coney Island attracted an ethnic mix which reflected the growing diversity of New York city, and offered immigrants an opportunity "to participate in mainstream American culture on an equal footing.Studies of amusement parks outside of Pittsburgh, Pennsylvania, and Rochester, New York, found that they, too, appealed to a largely workingclass clientele. David Nasaw argues that all turn-of-the-century public amusements were relatively integrated in terms of class, gender and ethnicity, but not in terms of race. In part, the financial success of such places depended upon providing entertainment that was "public in the sense that [it] belonged to no particular social groups, exciting enough to appeal to the millions, and respectable enough to offend no one." African Americans, however, were generally included not as audience members but as entertainers, often depicting "coons" or uncivilized savages. By drawing such sharp contrasts between whites and blacks, public amusements served as a vehicle for uniting the ethnically and socially diverse white audience in opposition to the black outsiders. The racially hostile environment at many amusement parks is illustrated by some of the early games, which incorporated blatantly racist themes. A 1914 catalogue advertised the "Coontown Plunge" and ''Hang the Coon," which offered visitors the chance to hit a target and see an African American actor be plunged into water or appear to be hanged. Other racial minorities were similarly depicted. The "Chinese Laundry" shooting gallery game consisted of a mechanical display, with "figures moving to and fro, ironing and washing. The object being to knock their heads off. To a certain extent, however, amusement parks did provide a place for a relatively diverse range of people to come together and. as such, represented a democratization of leisure in the United States. It is interesting to note that their role in popularizing leisure is recognized not just in retrospect, but was in fact praised during the parks" heyday. A 1906 Coney Island souvenir album describes the resort as "thoroughly democratic... everybody is welcome at any time, provided they find it possible to submit to the laws of ordinary good behaviour. A 1902 article refers to "trolley parks." amusement centres located at the end of transit lines, as a "Mecca on holidays and Sundays not only of what we are pleased to term the working classes but of the 'middle millions. The extent to which the new public amusements succeeded in attracting the masses can also be measured by the threat that they represented to some social reformers of the era. Christian Association tried to counteract typically working-class recreational activities such as excursions to Coney Island or frequenting dance halls and inexpensive theatres by promoting "well-regulated leisure, educational entertainment, and opportunities for orderly sociability [which] would teach standards of womanly deportment and respectability. The experiences that these public amusements offered were, for many, apparently too attractive to resist.

Precursors to the Amusement Park


Amusement parks were in many ways the progeny of other recreational places and cultural events in America and Europe, including pleasure gardens, urban parks and, perhaps most importantly. World's Fairs. Pleasure gardens were established in France in the seventeenth century, and quickly spread across Europe, offering urban dwellers an opportunity to seek respite from the city in a naturally attractive setting on the edge of town. Increasingly, such gardens began to offer visitors entertainment such as music, dancing, circus acts and thrilling or dangerous events like balloon ascensions and parachute jumps. The concept of pleasure gardens had been transferred to America by the early nineteenth century. Philadelphia had a number of such gardens by this time, the largest being Vauxhall, modelled after a garden of the same name in London. From 1814 to 1825, Philadelphia's Vauxhall occupied a city block at Walnut and Broad Streets, in what was then the outskirts ofthe city. The park was dotted with buildings in "exotic" styles, such as Moorish, Chinese and French. Visitors came not only to stroll amidst the landscaped grounds, but also to see summer concerts, fireworks and vaudeville theatre. A balloon ascension in 1819 attracted so many people that an angry mob which gathered outside the fence forced its way in and set fire to the park, nearly spelling its demise. By the end of the nineteenth century, the urban

park movement was underway in America. Unlike pleasure gardens, which emphasized leisure and entertainment, urban parks were meant to be an edifying refuge from the dense city centres, which were increasingly regarded as morally suspect. Frederick Law Olmsted's 1857 design for Central Park in New York City was intended to provide the urban poor not only with an opportunity to get fresh air but also a chance to be exposed to the civilizing forces of beauty and nature. Though often regarded as the earliest of the great urban parks. Central Park was actually preceded by Fairmount Park in Philadelphia, which traces its origins to the first public acquisition of land along the Schuylkill River in 1855. Many other American cities followed suit in the decades to follow. While amusement parks owe their origins in part to nineteenth-century pleasure gardens and urban parks, their greatest debt is to the World's Fairs. The first World's Fair to take place in the United States was the Philadelphia Centennial Exhibition of 1876, which was held on the grounds of Fairmount Park and commemorated the one hundredth anniversary of the birth of the nation. Millions attended the Fairs; the Centennial attracted nearly ten million people, or approximately 20% of the country's population. Over one hundred million people attended the twelve Fairs held in the United States between 1876 and 1916.33 The Fairs, then, held enormous potential for disseminating cultural attitudes to large and relatively diverse audiences. The World's Fairs propagated the values of an increasingly industrialized and consumeroriented society and, like amusement parks, are credited with facilitating the development of a popular culture. Organizers of the Centennial Exposition encouraged companies to pay entrance fees for their workers, so that they could be exposed to - and learn to accept as part of their lives - the technological innovations on display there. In turn, it was hoped that displays from other countries would encourage manufacturers to expand into foreign markets, and spread American goods throughout the world. At the same time, the international exhibits, with their foreign products and inventions arranged for the visitor's eye, have been compared to the department store window displays of the period. The World's Fairs, then, contributed to the rise of a consumer culture by displaying and advertising products to large audiences, in a manner and on a scale that was unprecedented. Similarly, the World's Fairs both reflected and reinforced the development of an American culture of leisure and entertainment, most notably in the "Midways" or "amusement zones" which were an integral part of most of the Fairs, offering visitors mechanized rides and amusements to complement the Fairs' more high-minded exhibits. It is this aspect of the World's Fairs that is most obviously a precursor to the amusement parks of the turn of the century. The Philadelphia Centennial Exposition, while not including a designated amusement zone, provided visitors with a few attractions, including the 300 feet tall Sawyer Observatory (later moved to Coney Island) and miniature railroads, an adaptation of technological innovation for entertainment which would become an amusement park staple for years to come. It was not until the 1893 Columbian Exposition in Chicago that a World's Fair on American soil included a large-scale amusement zone within official Fair grounds. The "Midway Plaisance" occupied a plot of land one mile long and nearly six hundred feet wide, crowded with restaurants, amusement booths and "ethnic villages," pseudo-anthropological displays of people and customs from "exotic" lands like Egypt, Samoa and Brazil, as well as Native Americans. Such supposedly educational displays were intended to attract a wide range of people to the Midway, beyond the typical vaudeville theatre crowd, and to acclimate them to "a new type of setting where "fun" came first." Once visitors were lured to the Midway by the promise of enlightenment, they might be tempted to try out the Ferris wheel, which made its debut at the Chicago World's Fair.

The original Ferris Wheel at the 1893 World Fair Chicago


Designed by George Washington Ferris, the head of the Pittsburgh Bridge Company, the wheel differed from earlier "pleasure wheels" mostly in terms of size. At 264" tall, and with thirty-six cars which each held sixty people. Ferris' wheel carried 2,160 people at a time, and a single revolution took twenty minutes. It was "a striking instance of modem machine engineering in the service of pleasure. The Chicago Midway contrasted sharply with the remainder of the Exposition grounds. Called the "White City," the buildings at the Exposition were characterized by their uniformity and classically-inspired design, and provided a highly influential example of urban design, inaugurating the City Beautiful movement in planning. If the White City represented the collaborative climax of architects, landscape gardeners, artists, and sculptors, then the [Midway] Plaisance, where pleasurable rides and exotic amusements reigned, was the competitive bazaar of modern capitalism. The Chicago Midway had an enormous impact on subsequent World's Fairs and on the development of amusement parks in America. Amusement parks often included a stretch called the Midway, and numerous parks, including one in the Chestnut Hill section of Philadelphia, were known as "White City," a reference to-and an interesting co-optation of- the "high" culture zone at the Chicago Fair.53 Indeed, amusement parks would serve much the same function as World's Fairs, acting as barometers of cultural beliefs and values, contributing to the development of a consumer culture, and providing the same "promiscuous juxtaposition of sedate and seditious entertainments. Harnessing Technology for Fun what differentiated World's Fairs and amusement parks from pleasure gardens and urban parks was the introduction of mechanized rides into the landscape of leisure. These rides transformed technological innovations into sources of amusement and thrills. The connection between amusement park rides and transportation technology was particularly strong. Roller coasters mimicked the railroad, while Ferris wheels and observation towers, which offered visitors views from thrilling heights, recalled the elevator. Facsimiles of boats, airplanes and rocket ships were integrated into later rides. By utilizing the technology of the everyday, amusement park rides provided thrills while also allowing "everyone to participate in the new technologies of transportation, gears, steel, and electricity. While amusement parks provided a certain degree of escape, then, in some respects they represented more an intensification of the city and its modem technology than a refuge from it. Originally established as a shipping hub for the Lehigh Coal and Navigation Company, Mauch Chunk was attracting visitors by the 1820s. Many came for a ride on the gravity-powered coal train, which by the 1840s had been expanded into a "switchback railway." offering riders views from high peaks, thrilling plunges down the mountain slopes,

and a zig-zagging ride through a series of self-operating switches. The impact of Mauch Chunk on amusement parks can be seen in roller coasters, whose dips and turns recall the ride on the coal car railway. The earliest roller coaster in the country was erected at Coney Island in 1884, designed by LaMarcus Adna Thompson. Thompson called his invention a Switchback Railway, quite possibly in reference to the one at Mauch Chunk a mere three hours away from his native Philadelphia.

Depression and post-World War II decline

Derelict amusement park in Tanzania, Africa


The Great Depression of the 1930s and World War II during the 1940s saw the decline of the amusement park industry. War saw the affluent urban population move to the suburbs, television became a source of entertainment, and families went to amusement parks less often. By the 1950s, factors such as urban decay, crime, and even desegregation in the ghettos led to changing patterns in how people chose to spend their free time. Many of the older, traditional amusement parks closed or burned to the ground. Many would be taken out by the wrecking ball to make way for suburban living and development. In 1964, Steeplechase Park, once the king of all amusement parks, closed down for good. The traditional amusement parks which survived, for example, Kennywood, in West Mifflin, Pennsylvania, and Cedar Point, in Sandusky, Ohio, did so in spite of the odds.

The modern amusement park


First parks devoted to a particular theme are precursors for the modern amusement park. A Blackgang Chine amusement park, established in 1843 by Victorian entrepreneur Alexander Dabell, on the Isle of Wight, UK can be considered the oldest existing theme park in the world. The first amusement park on Coney Island, Sea Lion Park was built around a nautical theme. Modern amusement parks now run differently than those of years past. Amusement parks are usually owned by a large corporate conglomerate which allows capital investment unknown by the traditional family-owned parks. Starting with Disneyland in the 1950s, the park experience became part of a larger package, reflected in a television show, movies, lunch boxes, action figures and finally park rides and costumed characters that make up the "theme." These parks offer a world with no violence or social problems. The thrills of the theme parks are often obscured from the outside by high fences or barriers re-enforcing the feeling of escape, they are kept clean and new thrill rides are frequently added to keep people coming back. In addition to this experience, the theme park is either based on a central theme or, divided into several distinctly themed areas, lands or "spaces." Large

resorts, such as Walt Disney World in Florida (United States), actually house several different theme parks within their confines. Today, central Florida and most notably Orlando boasts more theme parks than any other worldwide destination. The northeastern USA region, most notably Pennsylvania, is now a hotbed of traditional surviving amusement parks. In its truest traditional form is Conneaut Lake Park in Conneaut Lake, Pennsylvania. Others include Hersheypark in Hershey, Pennsylvania, Knoebels Groves in Elysburg, Pennsylvania; Kennywood in West Mifflin, Pennsylvania; Idlewild Park in Ligonier, Pennsylvania; Lakemont Park in Altoona, Pennsylvania; Dorney Park in Allentown, Pennsylvania; Waldameer Park in Erie, Pennsylvania; and DelGrossos Amusement Park in Tipton, Pennsylvania. Disneyland, which opened in southern California in July of 1955, was designed as an antidote to "the dirtiness, sham, deterioration, and menacing atmosphere that dominated all existing amusement enterprises." Organized around a single unifying idea or theme. Disneyland would revolutionize the amusement park industry, ushering in a wave of "theme parks" across the country. Within the overarching umbrella of the magical world of Disney, visitors (or "guests") travel to several "lands" - some historically-inspired, some purely fantastic. "Frontierland" depicts wild west America. "Adventureland" recreates the jungles of Asia and Africa. "Fantasyland" includes magical, fairy-tale settings, and "Tomorrowland" looks to the future with space age motifs. All visitors to Disneyland enter through "Main Street. U.S.A.," a nostalgic recreation of a turn-of-the-century American town center, as Walt Disney envisioned it. While in some respects Disney's "lands" offered an escapism not unlike that at early amusement parks, the visitor experience was much more highly controlled; Disneyland had "the exoticism of Coney Island but none of the sensuality and chaos. In addition, Disneyland represented a level of commercialism unlike what had been seen at any amusement park to date, with a weekly television program created for the sole purpose of promoting the opening of the park, which itself was broadcast on live TV. In recent years, Disneyland has received enormous attention from scholars interested not just in its place in amusement park history, but in its impact on the culture as a whole. For the purpose of this study, Disneyland, and the smaller-scale imitations it inspired, are significant because of their impact on traditional amusement parks and the way in which they represent larger trends in the American cultural landscape. Unlike trolley parks, theme parks like Disneyland are designed for an automobile-oriented society. Typically located on large tracts of land near highways, theme parks are accessible not by public transit but by private car. In addition, the accessibility of airline travel, at least for the middle and upper classes, has put theme parks like Disneyland within the reach of those who don't live in the immediate area, luring people away from their local amusement parks. Traditional amusement parks were not only victims of these new trends in leisure, but were also susceptible to the social conflicts which had begun to plague American cities in general. Racial tension was evident at parks across the country in the 1960s. White patrons were often reluctant to share the parks with the growing urban black population, and racially motivated fights were not uncommon. Olympic Park outside Newark, New Jersey was damaged by a mob of teenagers in 1965 and closed shortly thereafter. Racial and gang fights at Chicago's Riverview Park contributed to its closure in 1967, while Glen Echo, outside of Washington, D.C., experienced similar problems and closed in 1966.89 The few parks that did survive beyond the 1960s generally succumbed to the pressures of urban growth and suburban development. Occupying large tracts of valuable land in the expanding suburbs, parks were sold off in favour of housing and commercial developments.90 Today, very few early amusement parks survive, and those that do have often been altered markedly from their original form. The history of amusement parks, then, touches on broader issues in American social history, including transportation, urbanization, class and race. Because they offered millions of Americans a new way to experience leisure, the parks also played an important role in creating and disseminating new ideas in popular culture, ideas that to a great degree

crossed ethnic, class and regional lines. As products of the new American consumer culture, amusement parks can be considered popular cultural landscapes.

Family-owned theme parks

Narrow gauge mining train going through Calico Ghost Town.


Some theme parks did evolve from more traditional amusement park enterprises, such as Knott's Berry Farm. In the 1920s, Walter Knott and his family sold berries from a roadside stand, which grew to include a restaurant serving fried chicken dinners. Within a few years, lines outside the restaurant were often several hours long. To entertain the waiting crowds, Walter Knott built a Ghost Town in 1940, using buildings relocated from real old west towns such as the Calico, California ghost town and Prescott, Arizona. In 1968, the Knott family fenced the farm, charged admission for the first time, and Knott's Berry Farm officially became an amusement park.[1] Because of its long history, Knott's Berry Farm currently claims to be "America's First Theme Park." Knott's Berry Farm is now owned by Cedar Fair Entertainment Company. Lake Compounce in Bristol, Connecticut may be the true oldest continuously operating amusement park in the United States, open since 1846. Santa Claus Town, which opened in Santa Claus, Indiana in 1935 and included Santa's Candy Castle and other Santa Claus-themed attractions, is considered the first themed attraction in the United States: a pre-cursor to the modern day theme park. Santa Claus Land (renamed Holiday World in 1984) opened in 1946 in Santa Claus, Indiana and many people will argue that it was the first true Theme Park despite Knott's history.[4] In the 1950s the Herschend family took over operation of the tourist attraction, Marvel Cave near Branson, Missouri. Over the next decade they modernized the cave, which led to large numbers of people waiting to take the tour. The Herschend family opened a recreation of the old mining town that once existed atop Marvel Cave. The small village eventually became the theme park, Silver Dollar City. The park is still owned and operated by the Herschends and the family has several other parks including Dollywood, Celebration City and Wild Adventures. Other theme parks include: Children's Fairyland opened in 1950 in Oakland, California. Another variation of the theme park were the animal theme parks that reintroduced the concept of Sea Lion Park such as Marineland of the Pacific which opened in 1954 which paved the way for SeaWorld parks which eventually added thrill rides.

Disneyland and the corporate-owned park

Walt Disney, however, is often credited with having originated the concept of the themed amusement park, although he was obviously influenced by Knotts Berry Farm owned by Walter Knott (at the time owner of Calico Ghost town) who brought buildings from Calico to increase business at his berry stand located in nearby Buena Park, CA, as well as Tivoli Gardens in Copenhagen and De Efteling, opened in 1952 in the Netherlands, to which Walt Disney was a regular visitor. Disney took these influences and melded them with the popular Disney animated characters and his unique vision, and "Disneyland" was born. Disneyland officially opened in Anaheim, California in 1955 and changed the amusement industry forever. Key to the design process of Disney's new park was the replacement of architects with art directors from the film industry.

An aerial view of Disneyland in 1956. The entire route of the Disneyland Railroad is clearly visible as it encircles the park The years in which Disneyland opened were a sort of stopgap period for the amusement park industry, as many of the older, traditional amusement parks had already closed and many were close to closing their doors. Cedar Point was set to be torn down in the 1950s when local businesspeople were intrigued by the success of Disneyland and saved it from destruction. Other parks were not as lucky, with Steeplechase Park at Coney Island closing in 1964; Riverview Park, Chicago, Illinois, closed in 1967. Some traditional parks were able to borrow a page from Disneyland and use television to its advantage, such as Kennywood, a park started in 1898 and continuing to operate to the present which used television advertising and featured television personalities at the park.

Aerial view of Magic Mountain, August 2007. Colossus, Goliath, Gold Rusher, Superman The Escape, and Scream! are on the left, Riddler's Revenge and Batman: The Ride on the bottom, Deja Vu on the lower right. The first regional theme park, as well as the first Six Flags park, Six Flags over Texas was officially opened in 1961 in Arlington, Texas near Dallas. The first Six Flags theme park was the vision of Angus Wynne, Jr. and helped create the modern, competitive theme park industry. By 1968, the second Six Flags park, Six Flags Over Georgia, opened, and in 1971, Six Flags Over Mid-America (now Six Flags St. Louis) opened near St. Louis, Missouri. Also in 1971 was the opening of the Walt Disney World resort complex in Florida, which is still the largest theme park and resort complex in the world with the Magic Kingdom (1971), Epcot (1982), Disney's Hollywood Studios (1989) and Disney's Animal Kingdom (1998). During the 1970s, the theme park industry started to mature as a combination of revitalized traditional amusement parks and new ventures funded by larger corporations emerged. Magic Mountain (now a Six Flags park) opened in Valencia, California. Regional parks such as Cedar Point and Kings Island, popular amusement parks in Ohio, moved towards the more modern theme park-concept as well as rotating new roller coasters and modern thrill rides. Also during the mid-1970s, Marriott Corporation built two identical theme parks named "Great America" in northern California and Illinois. The former is now California's Great America and is owned by Cedar Fair, L.P., which now also owns Kings Island and Cedar Point; and the latter is now Six Flags Great America. Many theme parks were hit badly by the Arab oil embargo of 1973 and a number of planned theme parks were scrapped during this time. Most of todays major amusement parks were built in the 1970s.

Gate to Universal studios Hollywood


Perhaps the most indirect evolution of an attraction into a full-fledged theme park is that of Universal Studios Hollywood. Originally just a backlot tram ride tour of the actual studios in Hollywood, California, the train ride that started in 1964 slowly evolved into a larger attraction with a western stunt show in 1967, "The Parting of the Red Sea" in 1973, a look at props from the movie Jaws in 1975, and the "Conan the Barbarian" show in 1984. By 1985, the modern era of the Universal Studios Hollywood theme park began with the "King Kong" ride and, in 1990, Universal Studios Florida in Orlando opened. Universal Studios is now the third-largest theme park company in the world, behind Disney and Merlin.

Present and future of amusement parks


Since the 1980s, the amusement park industry has become larger than ever before, with everything from large, worldwide type theme parks such as Disneyworld and Universal Studios Hollywood to smaller and medium-sized theme parks such as the Six Flags parks and countless smaller ventures in many of the states of the U.S. and in countries around the world. Even simpler theme parks directly aimed at smaller children have emerged, including Legoland opened in 1999 in Carlsbad, California (the first Legoland opened in 1968 in Billund, Denmark). The only limit to future theme park ventures is one's imagination.

Beirut Luna Park

Amusement parks in shopping malls began in the 1990s, blending traditional amusement park entertainments -- roller coasters, water parks, carousels, and live entertainment -- with hotels, movie theaters, and shopping facilities. Examples of giant mall parks are West Edmonton Mall, Alberta, Canada; Pier 39, San Francisco; Mall of America, Bloomington, Minnesota.

Mindbender rollercoaster at Galaxyland Edmonton Mall, Alberta, Canada

Corridor lined with shops

Pier 39, San Francisco, California

Sea lions on Pier 39.

Amusement park owners are also aware of the need to satisfy their aging baby boomer customer base with more restaurants, landscaping, gardens and live entertainment. Kennywood has created in 1995 the "Lost Kennywood" area with classic rides that recall the possibly more tranquil times of the early twentieth century. In 2001, Disney opened the Disney's California Adventure which includes Paradise Pier, a recreation of the traditional seaside amusement park of yesteryear. Family fun parks starting as miniature golf courses have begun to grow to include batting cages, go-karts, bumper cars, bumper boats and water slides. Some of these parks have grown to include even roller coasters, and traditional amusement parks now also have these competition areas in addition to their thrill rides. The popularity of theme parks has led to the increase of theming -- "the use of an overarching theme, such as western, to create a holistic and integrated spatial organization of a consumer venue" -- in non-theme park venues. While theme restaurants, casinos, and other themed spaces lack the rides and other features of theme parks, they owe much to the legacy of the theme lands and spatial organization that became popular in theme parks. Although domestic visitors still make up around 80 percent of admissions to theme and amusement parks, an aging population in the U.S. and a slowing economy in 2008 are forcing The Walt Disney Company and its competitors to seek their fortunes in emerging tourist markets such as in the Middle East and in China. The Walt Disney Company, accounts for around half of the total industry's revenue in the US as a result of more than 50 million adventure seekers pouring through the gates of its U.S.-based attractions each year.

Admission prices and admission policies


Amusement parks collect much of their revenue from admission fees paid by guests attending the park. Other revenue sources include parking fees, food and beverage sales and souvenirs. Practically all amusement parks operate using one of two admission principles:

Pay-as-you-go
In this format, a guest enters the park at little or no charge. The guest must then purchase rides individually, either at the attraction's entrance or by purchasing ride tickets (or a similar exchange method, like a token). The cost of the attraction is often based on its complexity or popularity. For example, a guest might pay one ticket to ride a carousel, but would pay four tickets to ride a roller coaster. The park may allow guests to purchase unlimited admissions to all attractions within the park. A wristband or pass is then shown at the attraction entrance to gain admission. Disneyland opened in 1955 using the pay-as-you-go format. Initially, guests paid the ride admission fees at the attractions. Within a short time, the problems of handling such large amounts of coins led to the development of a ticket system that, while now out of use, is still part of the amusement-park lexicon. In this new format, guests purchased ticket books that contained a number of tickets, labeled "A," "B" and "C." Rides and attractions using an "Aticket" were generally simple, with "B-tickets" and "C-tickets" used for the larger, more popular rides. Later, the "D-ticket" was added, then finally the now-famous "E-ticket," which was used on the biggest and most elaborate rides, like Space Mountain. Smaller tickets could be traded up for use on larger rides (i.e., two or three A-tickets would equal a single Bticket). Disneyland, as well as the Magic Kingdom at Walt Disney World, abandoned this practice in 1982. The advantages of pay-as-you-go include:

guests pay for only what they choose to experience attraction costs can be changed easily to encourage use or capitalize on popularity

The disadvantages of pay-as-you-go include:


guests may get tired of spending money almost continuously guests may not spend as much on food or souvenirs

Pay-one-price
An amusement park using the pay-one-price format will charge guests a single, large admission fee. The guest is then entitled to use almost all of the attractions in the park as often as they wish during their visit. The park might have some attractions that are not included in the admission charge; these are called "up-charge attractions" and can include bungee jumping or go-kart tracks or games of skill. However, the majority of the park's attractions are included in the admission cost. The pay-one-price ticket was first used by George Tilyou at Steeplechase Park, Coney Island in 1897. The entrance fee was 25 cents for entrance to the 15-acre (61,000 m2) park and visitors could enjoy all of the attractions as much as they wanted. When Angus Wynne, founder of Six Flags Over Texas, first visited Disneyland in 1959, he noted that park's pay-as-you-go format as a reason to make his park pay-one-price.[9] He felt that a family would be more likely to visit his park if they knew, up front, how much it would cost to attend.

The advantages of pay-one-price include:


guests can more easily budget their visit guests may be more likely to experience an attraction they've already paid for lower costs for the park operators, since ticket-takers are not needed at each attractions

The disadvantages of pay-one-price include:


guests will often be paying for attractions that they do not ride or visit guests who are simply coming just to be with their families will have to pay anyway

Today's modern theme parks typically charge a single admission fee for admission and unlimited use of attractions, rides, and shows, where as most modern amusement parks offer free admission yet charge separate fees per attraction.

Rides and attractions


Mechanized thrill machines are what makes an amusement park out of a pastoral, relaxing picnic grove or retreat. Earliest rides include the carousel which was originally developed as a way of practicing and then showing-off expertise at tournament skills such as riding and spearing the ring. By the 19th century, carousels were common in parks around the world. Another such ride which shaped the future of the amusement park was the roller coaster. Beginning as a winter sport in 17th century Russia, these gravity driven railroads were the beginning of the search for even more thrilling amusement park rides. The Columbian Exposition of 1893 was a particular fertile testing ground for amusement rides. The Ferris wheel is the most recognized product of the fair. All rides are set round a theme. A park contains a mixture of attractions which can be divided into several categories.

Thrill rides
There is a core set of thrill rides which most amusement parks have, including the enterprise, tilt-a-whirl, the gravitron, chairswing, swinging inverter ship, twister, and the top spin. However, there is constant innovation, with new variations on ways to spin and throw passengers around appearing in an effort to keep attracting customers.

Roller coasters
Since the late 19th century, amusement parks have featured roller coasters. Roller coasters feature steep drops, sharp curves, and inversions. Roller coasters may be the most attractive aspect of a park, but many people come for other reasons. Amusement parks generally have anywhere from two to seven coasters, depending on space and budget. As of 2009, the record for the most coasters in one park is held by Cedar Point with 17; followed by Six Flags Magic Mountain with 16, Canada's Wonderland with 15, and Kings Island with also 15.

Train rides
Amusement park trains have had long and varied history in American amusement parks as well as overseas. According to various websites and historians,[who?] the earliest park trains weren't really trains -- they were trolleys. The earliest park trains were mostly custom built. Some of the most common manufacturers were:

Allan Herschfield Cagney Brothers Chance Rides (C.P. Huntington Train) Crown Metal Products Custom Locomotives Miniature Train Co. (MTC) The National Amusement Devices Co.(NAD) Ottaway Sandley Tampa Metal Products

Water rides
Amusement parks with water resources generally feature a few water rides, such as the log flume, bumper boats, and rowing boats. Such rides are usually gentler and shorter than roller coasters and many are suitable for all ages. Water rides are especially popular on hot days.

Transport rides
Transport rides are used to take large amounts of guests from one area in the park to another. They usually cost extra, even in parks where rides are free. They are generally popular as they offer an alternative to walking (riding on a train). Transport rides include chairlifts, monorails, and train rides.

Cuisine

Ice-cream and sweets stand at the amusement park at the Louvre, Paris.
Amusement parks generate a portion of their income through the sale of food and drink to their patrons. Food is routinely sold through food booths, push carts and indoor restaurants. The offerings vary as widely as the amusement parks themselves, and range from common fast food items, like hamburgers, hot dogs, cotton candy, candy apples, donuts and local street foods up to full-service gourmet dishes. Amusement parks with exotic themes may include specialty items or delicacies related to the park's theme. Many restaurants and food stands are operated by the amusement parks themselves, while others are branches of regional or national chains.

Shopping is the examining of goods or services from retailers with the intent to purchase at
that time. Shopping is an activity of selection and/or purchase. In some contexts it is considered a leisure activity as well as an economic one.

Shopping in ancient societies


Shopping can be traced back to many civilisations in history. In ancient Rome, there was Trajan's Market with tabernas that served as retailing units. Shopping lists are known to be used by Romans as one was discovered by Hadrian's wall dated back to 75-125 AD and written for a soldier.

The shopper
To many, shopping is considered a recreational and diversional activity in which one visits a variety of stores with a premeditated intent to purchase a product. "Window shopping" is an activity that shoppers engage in by browsing shops with no intent to purchase, possibly just to pass the time between other activities, or to plan a later purchase. To some, shopping is a task of inconvenience and vexation. Shoppers sometimes go though great lengths to wait in long lines to buy popular products as typically observed with early adopter shoppers and holiday shoppers.

More recently compulsive shopping is recognised as an addiction. Also referred as shopping addiction, "shopaholism" or formally oniomania, these shoppers have an impulsive uncontrollable urge to shop. The term "retail therapy" is used in a less serious context. The nonprofit organization Debtors Anonymous provides free support groups for shopping addiction or oniomania and other money related addictions.

Shopping hubs
A larger commercial zone can be found in many cities, downtowns or Arab city souks. Shopping hubs, or shopping centers, are collection of stores; that is a grouping of several businesses.

Stores
Stores are divided into multiple categories of stores which sell a selected set of goods or services. Usually they are tiered by target demographics based on the disposable income of the shopper. They can be tiered from cheap to pricey. Some shops sell second-hand goods. Often the public can also sell goods to such shops. In other cases, especially in the case of a nonprofit shops, the public donates goods to these shops, commonly known as thrift stores in the USA or charity shops in the UK. In give-away shops goods can be taken for free. In antique shops, the public can find goods that are older and harder to find. Sometimes people are broke and borrow money from a pawn shop using an item of value as collateral. College students are known to resell books back though college textbook bookstores. Old used items are often distributed though surplus stores. Many shops are part of a shopping center that carry the same trademark (company name) and logo using the same branding, same presentation, and sell the same products but in different locations. The shops may be owned by one company, or there may be a franchising company that has franchising agreements with the shop owners often found in relation to restaurant chains. Various types of retail stores that specialize in the selling of goods related to a theme include bookstores, boutiques, candy shops, liquor stores, gift shops, hardware stores, hobby stores, pet stores, pharmacies, and supermarkets. Other stores such as big-box stores, hypermarkets, convenience stores, department stores, general stores, dollar stores sell a wider variety of products not horizontally related to each other. Typical examples include shopping malls, town squares, flea markets and bazaars.

History of modern shopping


Fairs and markets have a long and history that started when man felt the need to exchange goods. People would shop for goods at a weekly market in nearby towns. Then shops began to be permanently established. Shops were specialized , e.g. a bakery, a butchery, a grocer. Then supermarkets appeared. There have been three major phases in the shopping / trading world in the last 100 years. In a way, these link up into a full circle. 1. Customers would be served by the shopkeeper, who would retrieve all the good on their shopping list. Shops would often deliver the goods to the customers' homes. 2. Customers have to select goods, retrieve them off the shelves using self service, and even pack their own goods. Customers deliver their own goods. 3. Customers select goods via the internet. The goods are delivered to their homes as in phase one.

Home shopping With modern technology such as television and telephone and the Internet, users could be described as home shopping through online retail stores. Electronic commerce and business-to-consumer electronic commerce systems in combination of home mail delivery systems make this possible. Typically a consumer could make purchases through online shopping, shopping channels, mail order, etc. Sometimes peddlers and ice cream trucks pass through the neighborhoods offering services and goods. Also, neighborhood shopping takes place through various garage sales found in United States. Online shopping has completely redefined the way people make their buying decisions; they have access to a lot of information about a particular product which can be looked at and evaluated, at any given time. Online shopping allows the buyer to save the time which would have been spent traveling to the store or mall.

Basic Configurations and Types


The term shopping centre has been evolving since the early 1950s. Given the maturity of the industry, numerous types of centres currently exist that go beyond the standard definitions. Industry nomenclature originally offered four basic terms: neighbourhood, community, regional, and superregional centres. However, as the industry has grown and changed, more types of centres have evolved and these four classifications are no longer adequate. The International Council of Shopping Centres has defined eight principal shopping centre types, shown in the accompanying table. The definitions, and in particular the table that accompanies the text, are meant to be guidelines for understanding major differences between the basic types of shopping centres. Several of the categories shown in the table, such as size, number of anchors, and trade area, should be interpreted as "typical" for each centre type. They are not meant to encompass the operating characteristics of every centre. As a general rule, the main determinants in classifying a centre are its merchandise orientation (types of goods/services sold) and its size. It is not always possible to precisely classify every centre. A hybrid centre may

combine elements from two or more basic classifications, or a centres concept may be sufficiently unusual as to preclude it from fitting into one of the eight generalized definitions presented here. There are other types of centres that are not separately defined here but nonetheless are a part of the industry. Some can be considered sub segments of one of the larger, defined groups, perhaps created to satisfy a particular niche market. One example would be the convenience centre, among the smallest of centres, whose tenants provide a narrow mix of goods and personal services to a very limited trade area. A typical anchor would be a convenience store like 7Eleven or other mini-mart. At the other end of the size spectrum are super off-price malls that consist of a large variety of value-oriented retailers, including factory outlet stores, department store close-out outlets, and category killers in an enclosed megamall (up to 2 million square feet) complex. Other smaller sub segments of the industry include vertical, downtown, off-price, home improvement, and car care centers. The trend toward differentiation and segmentation will continue to add new terminology as the industry matures.

SHOPPING CENTRE: A group of retail and other commercial establishments that is


planned, developed, owned and managed as a single property. On-site parking is provided. The centres size and orientation are generally determined by the market characteristics of the trade area served by the centre. The two main configurations of shopping centres are malls and open-air strip centres.

BASIC CONFIGURATIONS Mall: Malls typically are enclosed, with a climate-controlled walkway between two facing
strips of stores. The term represents the most common design mode for regional and superregional centres and has become an informal term for these types of centres. Strip centre: A strip centre is an attached row of stores or service outlets managed as a coherent retail entity, with on-site parking usually located in front of the stores. Open canopies may connect the storefronts, but a strip centre does not have enclosed walkways linking the stores. A strip centre may be configured in a straight line, or have an "L" or "U" shape.

SHOPPING CENTER TYPES Neighbourhood Centre: This centre is designed to provide convenience shopping for the
day-to-day needs of consumers in the immediate neighbourhood. According to ICSC's SCORE publication, roughly half of these centres are anchored by a supermarket, while about a third have a drugstore anchor. These anchors are supported by stores offering pharmaceuticals and health-related products, sundries, snacks and personal services. A neighbourhood centre is usually configured as a straight-line strip with no enclosed walkway or mall area, although a canopy may connect the storefronts.

Community Centre: A community centre typically offers a wider range of apparel and
other soft goods than the neighbourhood centre does. Among the more common anchors are supermarkets, super drugstores, and discount department stores. Community centre tenants sometimes contain off-price retailers selling such items as apparel, home improvement/furnishings, toys, electronics or sporting goods. The centre is usually configured as a strip, in a straight line, or L or U shape. Of the eight centre types, community centres encompass the widest range of formats. For example, certain centres that are anchored by a large discount department store refer to themselves as discount

centres. Others with a high percentage of square footage allocated to off-price retailers can be termed off-price centres.

Regional Centre: This centre type provides general merchandise (a large percentage of
which is apparel) and services in full depth and variety. Its main attractions are its anchors: traditional, mass merchant, or discount department stores or fashion specialty stores. A typical regional centre is usually enclosed with an inward orientation of the stores connected by a common walkway and parking surrounds the outside perimeter.

Superregional Centre: Similar to a regional centre, but because of its larger size, a
superregional centre has more anchors, a deeper selection of merchandise, and draws from a larger population base. As with regional centres, the typical configuration is as an enclosed mall, frequently with multilevel.

Fashion/Specialty Centre: A centre composed mainly of upscale apparel shops,


boutiques and craft shops carrying selected fashion or unique merchandise of high quality and price. These centres need not be anchored, although sometimes restaurants or entertainment can provide the draw of anchors. The physical design of the centre is very sophisticated, emphasizing a rich decor and high quality landscaping. These centres usually are found in trade areas having high income levels.

Power Centre: A centre dominated by several large anchors, including discount


department stores, off-price stores, warehouse clubs, or "category killers," i.e., stores that offer tremendous selection in a particular merchandise category at low prices. The centre typically consists of several freestanding (unconnected) anchors and only a minimum amount of small specialty tenants.

Theme/Festival Centre: These centres typically employ a unifying theme that is carried
out by the individual shops in their architectural design and, to an extent, in their merchandise. The biggest appeal of these centres is to tourists; they can be anchored by restaurants and entertainment facilities. These centres, generally located in urban areas, tend to be adapted from older, sometimes historic, buildings, and can be part of mixed use projects.

Outlet Centre: Usually located in rural or occasionally in tourist locations, outlet centres
consist mostly of manufacturers' outlet stores selling their own brands at a discount. These centres are typically not anchored. A strip configuration is most common, although some are enclosed malls, and others can be arranged in a "village" cluster.

THE NEED
In these modern times, where everyone seems to be very busy in performing their duties, having same monotonous, hectic and stressful routine each passing day. A place is required where one can off load the stress of daily schedules. The place shall be situated amidst well connected populated residential areas of the city. The idea is to develop and design an all in one recreation zone clubbed with shopping centre.

SITE ANALYSIS
The site selection depends on the areas adjoining, its location and proximity to urban infrastructure and facilities. The site is in Rohini located at north west of the national capital region of Delhi.

Delhi Geography
The National Capital Territory of Delhi is spread over an area of 1,484 kilometres, of which 783 kilometres is designated rural, and 700 kilometres urban. Delhi is an expansive area, in its extremity it spans from Sarup Nagar in the north to Rajorki in the south. Najafgharh is the furthest point west, and the river Yamuna. Places like Shahdara and Bhajanpura are its eastern ends and are one of major shopping centres in Delhi. The NCR encompasses points south and east of the said border, namely Noida, Faridabad and Gurgaon.

Delhi History
Human habitation was probably present in and around Delhi during the second millennium BCE and before, and continuous inhabitation has been evidenced since at least the 6th century BCE. The city is believed to be the site of Indraprastha, legendary capital of the Pandavas in the Indian epic Mahabharata. Settlements grew from the time of the Mauryan Empire (c. 300 BCE). Remains of seven major cities have been discovered in Delhi.

Delhi Culture
Delhi culture has been influenced by its lengthy history and historic association as the capital of India. This is exemplified by the many monuments of significance found in the city the Archaeological Survey of India recognises 1200 heritage buildings and 175 monuments in Delhi as national heritage sites. The Old City is the site where the Mughals and the Turkic rulers constructed several architectural marvels like the Jama Masjid (India's largest mosque) and Red Fort.

Rohini Location: North West of Delhi


Rohini is a 20 year old residential sub city in North West Delhi in India. Rohini is second largest sub city in Asia after Dwarka Sub City in South West Delhi. This is one of a popular regions of West Delhi. Rohini scheme was launched in 1980s to provide housing for composite society consisting all income groups. The region mainly encompasses DDA flats LIG (Lower Income Group), MIG (Middle Income Group). Rohini sub city consists of two part zones namely zone H part (Ph. I & Ph. II) and zone M part (Ph. III, IV & V). The residential colonies here are accompanied by sprawling parks and adjacent bus stands. Rohini has been divided into various sectors, each sector having a market of its own. You will find commodities of daily use at these markets. There are some well developed markets as well that are situated here. There are designer show rooms and brand outlets at these markets. Parking facility is also there which makes this place even more convenient.

Accessibility

Distance between New Delhi Railway Station to Rohini is approximately 18 kms Distance between Nehru Palace and Rohini is approximately 31 kms. Distance between ISBT and Rohini is 15 kms.

Distance between ITO and Rohini is approximately 21 kms

Metro Connectivity

Delhi metro network It has three stations on Red Line of Delhi Metro Line 1 which connects to Dilshad Garden, Kashmere Gate : Rohini East, Rohini West and Rithala Stations.

Phase I & II consists of 19 sectors i.e. sector 1 to 19. 17 sectors are residential and 2 commercial. Other salient features are given in the table below;

AREA Projected Population Total no. Of plots various sizes (26 150 sq.mts.) Land allotted to CGHS 150 Ha Total DDA housing under all categories

2015 Ha 8.5 lac 35026 23000 Dus 25100 units

Sectors
The residential colonies here are accompanied by sprawling parks and adjacent bus stands. Colonies like Rajeev Nagar are developing colonies in Rohini. However the land prices are increasing every fortnight here. It has more than 50 sectors. Sector 3 is the biggest sector and sector 2 is the smallest sector in Rohini Sub City. Sector 22 is the most developing sector it has schools like GD Goenka and a central school, Emaar MGF is also going to open up a mall here.

Parks, malls, business centres and multiplexes


The famous and very big park named known as Swarn Jayanti District Park also known as Japanese Park in Rohini Sub City,District Park near Rohini west metro station is also very famous and well developed.

Japanese Garden
Introduction
Delhi, the present capital of the country was once served as the capital of the Mughal Empire as well. The Mughals, known for their aesthetic sense and eye for beauty, were very fond of landscaped gardens which is why all their monuments and palaces are all adorned with fountains, flower beds, and gardens. In the post-Mughal era, Delhi functioned as the capital of the British and after independence as the state capital thereby undergoing lot of designing and decoration which accounts for the large number of parks and gardens in Delhi. The Japanese Garden, Rohini in Delhi is a beautifully landscaped garden and a favorite haunt for the morning walkers.

JapaneseGarden
Developed and maintained by the DDA (Delhi Development Authority) the Japanese Garden in Rohini in Delhi is located at Sector 11. With a lake, woods, boating facilities and nature walks, the Japanese Garden in Delhi is popular among morning walkers and also for family outings. In the evenings you can also see youngsters loitering in the park in pairs and groups.

Japanese Gardens Fast Facts - Rohini Delhi India


Introduction
The Japanese Gardens in Rohini Delhi is a pleasant landscaped park, popular among morning walkers. If you drop in at the Japanese Garden one fine morning you will find crowds of people in trunks and shorts laboring to keep themselves in shape. The Japanese Garden is also a favorite haunt for families who love to bring their children here for a shot of fresh air and a bit of playing around in the evenings. In order to visit the Japanese Garden as a tourist you need to have the fast facts about the park at your fingertips. The Japanese Garden fast facts will make reaching the park a cakewalk for you, right on your first visit to the city. The boating facilities available at the park, is sure to make your children jump in excitement.

Fast Facts on Japanese Gardens Location: the Japanese Garden Rohini is located in the Sector 11 of Delhi, near the Rajiv Gandhi Cancer Institute.

Metro Walk Rohini


Metro Walk, Rohini is one of the important tourist attractions of Delhi. Located in the west of Delhi, Rohini is a residential area which comprises of flats, landscaped parks and a shopping mall called Metro Walk. The Metro Walk is a plush shopping mall in Rohini in Delhi which has a number of shops selling various items. A storehouse of all the leading national and international brands, Metro Walk, Rohini is the hang out of brand conscious youngsters as well as the corporate professionals. Metro Walk, Rohini boasts of an excellent architecture as well. Most of the people in Delhi visit the Metro Walk, Rohini during the weekends and visit its tasty eating joints. One of the best sections of this shopping mall in Delhi is the E zone where one can find the electronic gadgets of the leading brands. Pantaloons Delhi has even opened its retail store in Metro Walk, Rohini. For all you shopaholics out there, who are planning to shop in Delhi, must visit the Metro Walk, Rohini for a wholesome shopping experience. The Shopping mall even has an amusement park, an adventure island and a water body where kids as well as parents can take break from their hectic tour and indulge in some fun.

The Rohini Amusement Park is sprawled over 62 acres in North West Delhi. The project encompasses a shopping mall-Metrowalk and Adventure Island, a world class amusement park and a water park. The retail environment - Metro Walk is spread across 2.21 lakh sq.ft and is anchored to the park. It overlooks a large lake which acts as the separator between the mall building and the park. The amusement park contains about 26 rides and attractions. It also has a small area (3.5 acres) dedicated to POGO branding.

EXISTING SITE

Site being a part of swarnajayanti park A recreational zone

EXISTING AREA AS PER BUILDING NORMS

Total area of the plot = 61 acres = 250014.39 sq m Max permissible FAR = 7 .5 % Total permissible built up area =18751.39sq m Permissible area on Ground floor = 12500 . 72 sq m Permissible area on first floor = 6250.36 sq m Max height = 8m

The METRO WALK is located in sector 10, Rohini opposite the Rithala metro station. It
was opened for public use on the 14th of November 2006. It is based on the concept of open malls and is the first of its kind in India. It is owned by the Unitech amusement parks ltd. & spills over approximately 62 acres of land. The entire complex consists of the metro walk and adventure island. The metro walk is essentially a retail area which is spread over more than 2 lakh sq. ft. and mainly consists of shops and eating places. It is actually an extension of adventure island which is an amusement park.

LOCATION

Ground floor plan

First floor plan

ACCESS
Being located about 400 mts. from the metro station, the metro walk identifies itself in its location but misguides in its approach. The access from the main road is not clearly defined making it an unnecessary inconvenience.

ENTRANCE
The entrance to the complex is again not defined but clearly understood due to the presence of a large open space acting as the entrance podium.

PARKING
The parking area was vy well organized occupying 1/3rd of the total area thus ensuring easy movement into and out of the complex.

COMFORT
Once inside the complex, a sense of being secure is dominant. A sense of being comfortable is present but neglected in some cases.

SCALE & PROPORTION

SEATING
Spaces for public seating were provided mostly in the open central spaces. Due to the uncomfortable heating of the place, people opt for sitting in shaded areas not originally meant for sitting. The sun shades provided do not help much.

USES & ACTIVITY


Metro walk is essentially a retail area which has a number of shops catering to different stratas of society thus making SHOPPING the major activity. A number of eating places are located in the lagoon area covering a large portion of the complex making FOOD/EATING a major activity. The central spaces have a twin purpose. Their periphery act as paths of movement while the central space is used as performance and display areas.

CIRCULATION : HORIZONTAL

Horizontal circulation through the corridor's.

The circulation of the complex is based on networking i.e. connecting all spaces from a central space. All the secondary paths spill out into a main central part thus making a BRANCHED structure, impossible to get lost in.

CIRCULATION : VERTICAL

EXTERNAL STAIRCASES

ESCALATORS

ELEVATORS

SERVICES
Services include electrical shaft, fire exit, lifts, Staircases & toilets. They have been provided at equal intervals keeping in mind the span of the complex.

TOILETS

SERVICE CORRIDOR

ELECTRICAL SHAFT

FIRE SAFETY

FIRE HOSE REEL

AMENITIES

SIGNAGE INTERNAL FOUNTAIN INFORMATION KIOSK LANDSCAPING

PUBLIC AMENITIES

CLEAR SIGNAGE

INFORMATION COUNTER AT ENTRANCE

MAN-MADE WATERBODY

INTERNAL FOUNTAINS

EXTERNAL & INTERNAL LANDSCAPING

FORM ANALYSIS

The form of the complex is essentially organic yet maintaining a uniformity about it. It can be classified as two major masses with an open space link in between. The elevational image is more geometric where the masses create a uniform staggered look. The play of different forms lends a very interesting multiple vista look to the complex, vaguely characterizing it.

Varying heights surrounding an Open space leading to the next zone is typical of Metro Walk.

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