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Amusement Parks & Family Entertainment Amusement Parks

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Theme <strong>Parks</strong> in the Digital Age<br />

Somewhere in the future...<br />

What to do tonight? Well,<br />

Blade Runner II beckons.<br />

I’ve seen the movie four times<br />

since it came out last year, but<br />

there are other ways to enjoy it<br />

now... I’ll just log in to the 3D<br />

multi-user Blade Runner Adventure<br />

sim and see if that replicant<br />

role I played last week has evolved<br />

in an interesting direction. Since<br />

they added real-time voice, a lot<br />

more women seem to be spending<br />

time in-world which makes it<br />

more realistic. Speaking of realistic,<br />

Every bit of a park, including<br />

the landscaping and robotic<br />

fauna, should respond interestingly,<br />

engagingly, or compellingly<br />

as one walks by...<br />

maybe I should drive down to the<br />

mall instead. The Blade Runner II<br />

site there has vehicle motion-base<br />

sims and 110-degree out-the-window<br />

displays with surround<br />

sound, not to mention better textures,<br />

more polys, and a higher<br />

frame rate than I can afford to run<br />

here at home. And I can meet<br />

some of the people I played with<br />

last week in person — maybe get<br />

something to eat with them afterwards.<br />

One of these days,<br />

though, I want to experience the<br />

Blade Runner sim world in its full<br />

glory, at the theme park in Orlando.<br />

I’m certain the guys who go<br />

in-world from there have better<br />

maneuverability and reaction<br />

times than I do, because of the<br />

force-feedback. Plus, seeing the<br />

actual faces of everybody mapped<br />

onto their character’s head in full<br />

video would be great; I could really<br />

act the role, then...”<br />

Let’s Talk Today & Beyond<br />

As this issue goes to ’Net,<br />

the finishing touches are being<br />

put on the largest theme park to<br />

open in North America since Disney<br />

World. Universal Studios’<br />

Islands of Adventure “expansion”<br />

to their Orlando park is larger than<br />

the entire original park. Size is the<br />

smallest detail however; the<br />

expansion uses roughly two<br />

orders of magnitude more digital<br />

infrastructure than the original,<br />

and is designed to accommodate<br />

additional interactive features and<br />

functionality in the future. This is<br />

far from just being a matter of convenience<br />

for maintenance and<br />

security however. It’s about putting<br />

ubiquitous digital sensory intelligence<br />

into an entire theme park<br />

environment, indoors and outdoors.<br />

The guiding notion is that a<br />

park should ideally be aware of<br />

everyone who enters, learn a few<br />

facts about them like age, gender,<br />

and when they last visited, and<br />

then provide a customized user<br />

experience based on those facts,<br />

plus what the person does at the<br />

park. In fact, to take themeing to<br />

its logical extreme, every bit of a<br />

park, including the landscaping<br />

and robotic fauna, should respond<br />

interestingly, engagingly, or com-<br />

by Clark Dodsworth<br />

Clark Dodsworth.<br />

pellingly as one walks by, and<br />

then respond differently to the<br />

next person or family! I call that<br />

Active Themeing, and it’s coming<br />

to a thrill ride site near us soon —<br />

that is as soon as embedded computing<br />

processors and development<br />

tools evolve a bit more in<br />

power and price.<br />

The competition for our<br />

leisure dollar is fierce.<br />

At the same time, the information<br />

that the systems gather<br />

from our behavior will go into a<br />

database and be used for marketing<br />

programs after we go back<br />

home. The guiding notion in this<br />

context is to provide maximum<br />

opportunities for any demographically<br />

targeted consumer to access<br />

themed services and licensedcharacter-based<br />

product and ser-<br />

ANIMATION WORLD MAGAZINE December 1998 19

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