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Tuesday, November 14, 2017
Truly, virtually, Birdly
InPark Magazine: In the attractions industry, there are coasters and flat rides and simulations where guests are maneuvered into position and taken through the air, given the sensation of flying. One thing these rides can’t offer guests is control over where they go. In a new virtual reality simulator called Birdly®, riders lie prone on a platform, arms extended, as if they’re flying through the air. This is augmented through a combination of motion control, virtual reality, 3D sound, and environmental effects to create an experience in which the user is free to “fly” through a virtual landscape, in whatever direction is desired.
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4 comments:
Virtual reality is such a cool concept to me. This is taking the idea of a free world type map to a whole new level. Everyone has had the dream to be able to fly at some point in their lives, and I have even been fortunate enough to realize that in a very practical way through hang gliding. But even with hang gliding their are certain restrictions. They a big, heavy, almost clumsy vehicles to control and maneuver, and I think visual reality is a great way to get around those obstacles. I can not wait for the day where we have VR that can not be discerned from reality. I think this will open up the world like nothing before, allowing anyone to explore, swim, climb, fly anywhere in the world that they want.
For Playground this year I am getting to help out with a VR rollercoaster ride called Togo. We have plans to create an atmosphere similar to the one that is being presented by Birdly™. We will be having haptic feedback, wind effects, 360 degree audio, and a full VR world created by the people at the ETC. I have been interested in VR experiences for several years, and have been looking more into haptics since reading the book “Ready Player One”. I like the idea that Birdly™ is a “social VR experience” and that they claim it is fun to watch someone else experience, as well as experience yourself. What I think would make it all the better for the “audience” would be if the table the rider is on was more interesting. For our ride, the tables are dressed to look like wooden Alaskan toboggans. It would be stunning to see someone that appears to be riding a bird from the outside, and then when you put on the goggles the bird is represented again in the VR. This tie to the real world makes the experience that much more real.
While I think I would definitely enjoy the experiences presented by this particular ride, I can see it also representing a logistical nightmare for the parks in terms of wait times and sanitation. I also have to wonder and worry if we are spending too much time and resources on developing more virtual reality experiences and not enough time using the advancements we've made in technology to positively impact more traditional style rides, such as dark rides. There are definitely exceptions occurring, with Universal's ...The Forbidden Journey and Disney's new Na'vi River Ride proving to be high quality dark rides that incorporate modern technology in an exciting and innovative manner. On the flip side, I am also noticing a surge in rides that focus entirely on screen and virtual experiences rather than true, physical thrills. Perhaps their research is proving that the younger generation prefers these virtual experiences, and I'm allowing my nostalgia to interfere with my judgement.
This is definitely very cool and I'm glad it was created. Now can we move on from VR?
Brennan mentions generational research above as a source of many new VR experiences, but I have to wonder: if they are researching, who exactly are they asking? Studies have shown that millennials tend to appreciate sharing experiences more than experiencing things on their own. So why keep pushing with VR? It is true that I am production managing a VR ride experience at this very moment for Playground, but only because we do not have the resources to build a full dark ride in Purnell. I strongly believe that physical sets, potentially with some AR overlay, are the direction the industry should continue to move in. Brennan does not want his nostalgia to interfere with his judgment, but I think his nostalgia is all-important. There are some experiences that are simply more immersive than others, and I truly believe it is very difficult for VR to reach that level.
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